The first door Madotsuki opens leads her to a sprawling forest. It’s quiet. Ghost-like figures stand in place, scattered across the brush; they do not reply to her when she comes shut. On the bottom, the form of an enormous insect flows from one fringe of Madotsuki’s imaginative and prescient to a different, like a transferring mural. She wanders for what looks like hours. Eventually, she finds one other door.
Yume Nikki tells the story of Madotsuki’s goals. When the participant first boots up the sport, the younger Japanese woman is in a small room. There’s a tv, a sport console, a bookshelf, a desk, and a mattress. A glass door results in a balcony outdoors, and one other leads out of the room; if the participant guides Madotsuki to the bed room door, although, she’ll refuse to open it. Eventually, the participant will information her to mattress, and he or she’ll lie down and go to sleep. Then the dreaming begins, and that is the place Yume Nikki (the title interprets to “dream diary”) begins as effectively.
The PC sport has been shrouded in thriller because it was first launched on June 26, 2004—although “released” will not be the right phrase. It surfaced, shared by a developer identified solely as Kikiyama, on the discussion board 2channel, Japan’s tough equal to 4chan. The sport was made in RPG Maker 2003, a publicly out there free software program suite for creating 2D role-playing video games, which means the developer, who has by no means revealed their identification, may very well be nearly anybody. They’re possible Japanese, and their alternative of launch technique suggests a younger man. That’s about all that is identified.
Following the sport’s preliminary emergence, it was translated into English and started to garner a cult following in each Japan and the West. Kikiyama up to date it incrementally and repeatedly, till, in 2007, construct zero.10 launched—and Kikiyama disappeared. No extra builds adopted, and Kikiyama, who by no means interfaced considerably along with his followers, grew to become fully unavailable. The final identified e-mail the creator responded to was reportedly in 2011, shortly earlier than the 2011 Tohoku earthquake.
Until, that’s, about two weeks in the past, when, with no fanfare in any respect, Yume Nikki appeared on the Steam distribution platform. A writer was connected—Kadokawa Games, who created the RPG Maker software program on which the sport was constructed—and a countdown appeared, ostensibly teasing a brand new Yume Nikki undertaking.
The dream diary is again.
Night into Dreams
Madotsuki’s subsequent dream takes her right into a black void filled with arms. She finds a hat that, when donned, turns her head right into a hand with a single unblinking eye. Another door takes her to a desert devoid of colour or sound. Another, a sequence of stairwells—all the time, impossibly, going up. When she will get bored, or scared, she pinches herself to get up. But she returns to the identical goals once more the following night time, and the one after that as effectively.
Yume Nikki is wealthy in atmospheric dream worlds, however virtually fully devoid of what you’d historically name “gameplay.” There’s no dialogue, no plot, no fight. It’s inconceivable to succeed in a “game over” display, and no indication given within the sport what your objectives are. There are twenty-five objects scattered on this planet, referred to as “Effects”; every impact, just like the hand described above, causes a change in Madotsuki’s look or speedy setting. Some of those are helpful, some are nonsensical. One is a bicycle. Another is a knife, which lets Madotsuki kill any being she meets within the dream. None seem to have any broader impact on the sport world.
Yume Nikki ends when all of the Effects are collected. And … that is it. It is an expertise of aimless wandering, an nervousness stupor in interactive type. If Yume Nikki‘s creator is a thriller, that thriller is simply compounded by the thriller of the sport itself.
Playing Kikoyama’s creation engenders a creeping sense of unease. While some moments are humorous or pleasant, the operant temper is certainly one of frightened, misplaced defensiveness. It operates on an genuine dream logic, which is to say there’s little logic in any respect. Doors result in different dream realms (although doorways themselves can take a variety of types, from open mouths to beds to summary, floating shapes). Some areas are are locations that Madotsuki herself may have skilled in her waking life; one space specifically has the sense of a grocery retailer, seen from the attitude of a frightened, anxious little one. But others are so anti-representational of their design and logic that they are tough to even describe.
Even extra unnerving, Yume Nikki is filled with startling, surprising occasions that happen randomly. In a sure room, a daunting ghost face can seem when a sure gentle swap is flipped—however there’s solely a 1 in 64 likelihood of it taking place. In such a minimal setting, these random occurrences are virtually uniformly scary. Yume Nikki is the scariest sport ever made the place nothing really occurs.
That lack of exercise, mixed with the uneasy environment, breeds paranoid apophenia within the participant. Maybe if I comply with this creature, it can lead me someplace. Maybe one of the best technique for exploring a dream house is to transferring left and proper till it loops, then up and down, then diagonally. Maybe that assortment of summary shapes is an arrow! Following these hunches generally results in discovery. Sometimes not. Even in instances the place these maybe-patterns result in one thing like success, it is inconceivable to know whether or not the sample you noticed was actual or not. On that matter, as in all others, Yume Nikki is silent, yielding to the initiatives of the participant, so minimally designed, in conventional phrases, as to really feel virtually prefer it has no designer in any respect. Like it simply appeared if you closed your eyes.
What’s Behind The Bedroom Door?
The mysteries of Yume Nikki, each inside and out of doors its sport world, intertwine round one another in an insoluble knot. There’s, first, the thriller of Madotsuki herself. Every silent inch of her journey invitations the participant to take a position on who she is and why she refuses to depart her room. There are bits of repeated imagery scattered round her goals for the participant inclined towards dream interpretation: grabbing arms; screaming, monstrous ladies; faces distorted in neon reds and yellows.
Some pictures notably evoke a automotive crash, perhaps suggesting that Madotsuki is traumatized from an accident. Or perhaps the reality is much more macabre, and he or she’s an abuse sufferer hiding from a violent guardian—or is already lifeless, in her personal looping purgatorial dream realm. What’s actually past that bed room door, which does not seem like locked or barricaded? Madotsuki may depart. She simply will not.
Then there’s the thriller of Madotsuki’s unknown creator, Kikiyama. Who are they, and the place did they go? Yume Nikki‘s sprawling fandom is as fascinated with speculating over the creator’s identification as they’re with speculating over the sport itself. One fashionable concept instructed they died within the earthquake that hit Japan in 2011. Another, possible taking cues from the darkish subject material of Kikiyama’s solely identified work, suggests they dedicated suicide. The re-emergence of Yume Nikki has led to a affirmation from writer Kadokawa Games that Kikiyama is, at the least, alive, and concerned in some capability within the new developments in what has come to be referred to as the Yume Nikki Project. But not a lot else is understood.
For the sprawling fan neighborhood, which encompasses a decade of fan video games and semi-official merchandise like manga variations, these two mysteries are one and the identical. All artwork brings with it the temptation to learn biographically, to attempt to glean particulars from the artist’s life and psychology out of their work. But with Yume Nikki that urge is overwhelming. The twin mysteries are so congruent—in fact a sport like this could have an unknown creator!—that they can not assist however really feel linked. And all of the video games and fanfics, discussion board posts and Serial-style podcasts are an try, by these affected by Kikiyama’s video games, to clarify them, to carry the ability they maintain and make it legible.
And but the illegibility is itself the enjoyment of Yume Nikki, and of Kikiyama. As I write this, a few days left stay on the timer counting down regardless of the subsequent step within the Yume Nikki Project is. It’s not clear what precisely it’s, though one other sport of some kind appears a possible guess. It’s a second not in contrast to what occurred when famed indie band Neutral Milk Hotel emerged from a decade-long exile and went on tour. There’s a way of chance, as one thing as soon as obscure has the potential to cross into the mainstream.
But if these mysteries are ever solved, they’re going to lose one thing. Like a dream, they’re going to solidify and fade, reworking into one thing mundane. Yume Nikki is unsettling but additionally joyous in its personal means, a heat blanket of loneliness, a world fully the area of 1 woman. To save the sport, Madotsuki writes in her dream diary. She’s a cartographer, making maps of her personal nightmares. She by no means reveals her diary to anybody else. So far as we all know, there isn’t any one with whom to share it. It belongs to her, and to the participant, alone. That’s the purpose.