As a staunch supporter of all things sprite-based, the resurgence of 8/16-Bit graphics prevalent in recent indie games leaves a great big smile on my face, but that happiness has always come with a slight tinge of concern. When it comes to pixel art games, it’s over-saturation in the market demands that new additions strive to be different in order to be noticed. On the one hand an artist can try to completely elevate the art form and do things with simple sprites that the hardware of generations past simply could not handle. Modern technology has removed the troublesome barriers of memory/storage issues and color palette limitations to such an extent that pixel art can fully breathe, and allow for greater depth, vibrancy, and animation than ever before. But what if instead of taking advantage of modern capabilities, you pulled the aesthetic back instead of forward? What if you applied the concept of less is more, and then limited it even further? This was the sensation I got when I first sat down with She Dreams Elsewhere, a wonderfully different visual experience that embraces limitations and delivers a breathtaking aesthetic, and enchanted me from the moment I pressed start.
Developed by Davionne Gooden, Creative Director of Studio Zevere, She Dreams Elsewhere is described as a ‘deeply personal narrative’ and focuses heavily on complex and often overlooked topics of mental illness, depression, and self-identity. You would never guess that such sensitive subject matter was bubbling beneath the surface, however. While its simple yet visually-striking graphics have a disarming effect, the game’s characters are so charming, so genuine and well-written, that I fell in love with them almost instantly. Thalia, the first character you are introduced to, has a bit of an ironic sense of humor to her. The vertical slice of story offered in the demo was one that I could very much relate too – your dog is being a bit of a pain and is constantly running away from you. So naturally, you give chase and things get progressively weirder along the way. Thalia isn’t one to hide her true feelings chimes in from every now and then to speak her mind. Her quips and one-liners that seemingly play for laughs, not-so-subtly mask her very real issues of self-worth and strong need to figure out her place in the world. The juxtaposition of the weird and wild dreamscape and the deeply sincere and sympathetic struggles we all face resonated throughout the demo, and it left an impression on that was just as enduring and unforgettable as its stylistic choices.
What is most striking at first glance is She Dreams Elsewhere’s sublime, dreamy art style. Vibrant strokes of turquoise and amethyst are expertly injected into its pixel-filled world and add detail in an otherwise back and white space. Color is added to just the right things and in just the right places, creating a surreal setting that echoes the game’s core themes. I honestly could go on an on about the game’s look for hours on end. I’ve played a lot of pixel games in life, both as a young gamer and even more so now in my early adulthood – and I have never seen anything like this. One of the biggest concerns I have with any sprite-based game is that the design choice was made for nostalgia purposes only, and that no real effort was made to enhance the art form. But She Dreams Elsewhere is just so visually arresting and surprisingly detailed for its limited color palette, it made me realize that there are still ways innovate the medium. And what we have here can be classified as nothing less than a work of art.
The game’s style goes hand-in-hand with its JRPG mechanics and combat influences. Enemies that move about the world and hone-in on you desperate for an encounter, shatter the screen upon impact and lead into a very familiar, Earthbound-like combat perspective. As expected, the turn-based rotates between you and your rather haunting looking adversaries. The enemy design is but another standout element of She Dreams Elsewhere as some of these twisted, nightmare-realm denizens look as if they have been pulled from Persona – which makes total sense given how their weaknesses to certain elemental abilities/spells mirror that Atlus’ JRPG sensation. By exploiting these ghoulish creatures’ vulnerabilities, you can set yourself up for a huge victory. Thalia’s primary skills resemble that of a black mage with a number of her spells acting as your typical stand-ins for fire, ice, thunder, etc. Though she starts off her journey alone, she eventually meets up with her equally well-written and sassy AF friends who join your party and mix up the combat flow dramatically.
As one of your party members is a bit of a heavy hitter, the other casts game-changing buffs to your team such as increased strength and damage output, and crippling de-buffs on your enemies like lowering their resistance. The action culminates to a powerful Link Attack, an all-out assault that the party can utilize to deliver a crushing blow to every enemy on the screen. And to not lean into Persona too much, there is also a bit of Final Fantasy in there as well with a Limit Move, a signature character move that can used after a meter is built up during combat. It’s exciting, it’s well-paced, and really left me wondering just how much these characters’ combat skills would evolve over the course of the entire game. The demo does a great job of highlighting the game’s key strengths. I’m really glad the developer ditched random battles for something that I had more control over. On-screen enemies rarely cluttered the screen and if I wanted to avoid an encounter and make a bee-line to the next screen, I was free to do so without worry. Not that I really wanted to though; the battles are so engaging that I found myself extending my experience by running headfirst into every enemy I could find. Presentation is key in a game like this, and it plays exactly like a retro JRPG should. Everything from the controls, to the top-down view is all meant to slip you into very familiar territory. The one thing that I wish was present was a mini-map of sorts. It wasn’t so much lost, but the demo had me hunting down a handful of keys to open up a few locked doors and wanted to know where I had been before.
The demo concluded with somewhat challenging boss fight against my wayward pup. Everything is not always what it seems in the dreamworld and my canine companion mutated into a gross abomination of its former self. by this point I had solid handle on the game’s combat and it was only a matter of time before I figured out the boss’ weakness and laid the smack down on it. All of this is set to one phenomenal score. Composed by Mimi Page and supplemented with tracks by up-and-coming indie artists, the soundtrack sampling hummed through my ears during my time with She Dreams Elsewhere. Ethereal notes and somber tempos interspersed with catchy battle/boss themes underscore the amount of love and attention that Studio Zevere is putting into this project. When you are limiting yourself – be it visually or acoustically – you really have to cognizant of those limitations so you can maximize their potential. The result is an incredibly memorable experience long after it has come to pass.
There’s something really special about She Dreams Elsewhere, something that most games are missing. I’m not sure if it’s the teenage drama coupled with the supernatural fantasy backdrop, or the engrossing atmosphere and how the score is in perfect melody with the game’s visuals and intense story. Or maybe I just really, really miss game’s like and we clearly aren’t getting another Earthbound. Whatever the reason is, I know I want more of this game, and I want it now. Fortunately for me I won’t have to wait long as She Dreams Elsewhere is set to launch on PC later this year. Perfect time to take an extra long nap. Just be sure to wake me up when it gets here.
*An early demo of She Dreams Elsewhere is current available on Steam for download. Also, be sure to wish-list the heck out of it while you’re there.*