Dreams Gameplay Walkthrough | PS Underground

Dreams Gameplay Walkthrough | PS Underground

SID: I have to say, in 20
years of covering games, I’ve never seen anything
even remotely to this level of detail. MARK: This is sort of
traditionally the stuff that exists in
games these days. These are all the tools
that people are used to using, but we just tried to make
them console-friendly really. JUSTIN: Yeah.
Make it accessible to everybody. [INTRO MUSIC PLAYING] JUSTIN: Welcome
back, everybody. Justin and Sid here
with Mark Healey, creative director
at Media Molecule. And we’re here to play Dreams. MARK: We are indeed. JUSTIN: Mark, thanks so much for
taking the time to show us this. We’re going to dive right
in here and choose an Imp. What are the Imps, Mark? MARK: So the Imp is
basically you in Dreams. It’s the thing you take
with you everywhere you go, wherever you’re
creating or playing. It’s essentially
your avatar really. JUSTIN: Gotcha. MARK: You can also think of
it as just a posh cursor. It’s kind of what it is. And at the start of the game, you get the choose from
this sort of selection. But once you’re in the game, you can customize this
to your heart’s content. But this is just to
give you a starting point. I always like this one because
it kind of suits my personality. JUSTIN: So we’re going to
take a super brief look here. We’re just going to kind of
scratch the surface here. You’re going to show us some of
the create functionality here. MARK: I am, indeed. We can skip straight
to that if you like. But I’ll just show you quickly
on this screen how you can
control your Imp. It’s using the gyro
like a laser pointer. So I’m moving around. I can kind of do all this stuff, and I’m going to skip past this
and take us into Create Mode. So these are the three
main areas in Dreams. Dream Surfing, which is where
you go to play and consume and just be entertained. This is all profile stuff so you
can catch up with your friends and kind of see what comments
are being made about your particular creations. Or we can go to Dream Shaping. This is where we make things. JUSTIN: Well, we want
to make some stuff. MARK: We do. Obviously we have
tutorials because, obviously, we’ve made
this a console experience. There’s lots of fun
to be had in there, but there’s also a lot
of depth to explore. So you can get really
involved with these tools. And so we’ve done a
bunch of tutorials there, and we expect there to be
more as we go along to get masterclasses maybe
that will take you into, like, really deep
into specific subjects. But we’re going to
go browse and create. And these are all the different
types of categories of things that you can make. This basically encapsulates
everything that you would expect that goes into making a
computer game or a film. JUSTIN: And all
this stuff you create, other players can then access and use in their own
creations, right? MARK: Yeah, exactly. So we’ll do that actually
because you can make things from a very atomic level. You can sculpt
something, make your music. You can even
import your own sounds, or you can just sort of choose
things that other people have already made and collage them
together if you like which is a really nice
way of doing things. So we’re going to go right in
the deep end and go to Game. JUSTIN: We’re
going to make a game. MARK: And we could
start with a blank slate, but I’m going to start us
with a little template. When people publish things, they can just whether they’re
remixable or not. And if they are,
they’ll appear on this list, and you can just go in and make
a copy of it and essentially pull it apart or
change it, subvert it, you know, do
horrible things to it. These little dotted out
lines represent a Collection. A Collection is like a folder or a bit like a
Pinterest board if you like. And we’ve just got a few
little starting scenes here that we put
together for this demo. I’m going to take a remix of this particular
little scene here. SID: I got to say, this is
absolutely fascinating watching the UI or the UX on this. This is not how I expected
this game to sort of operate. It’s really intuitive. MARK: We’ve had two beasts
that we’ve had to serve, if you like. One is we’re
professional game developers. We want to use this
tool to make a game. So it has to do all the
things that developers expect. But at the same time, you’re doing it with a DualShock
4, possibly laying on your sofa. So it needs to be a
console experience. So we tried to make it as
playful and as fun as much as possible. SID: Mission accomplished
based on what I’m seeing here. MARK: I think you
could be right. JUSTIN: You haven’t
seen anything yet, Sid. SID: I can’t wait. I mean, I saw you checking
this out for like an hour. JUSTIN: Yeah. Yeah. Mark actually just walked me
through a much more in-depth demonstration than what
we’re going to see here. And it’s staggering the amount
of control players have here. MARK: So the way I’m
moving around here, for example, is very similar to
first-person shooter controls; left stick will move me around,
right stick will — and I can do fancy things like
grab the landscape and just use the gyros to rotate like
this which is really nice. And what we’ve got here in this
scene is essentially a bunch of props or sculpts if you like. And, again, these were made
in the tool from scratch, but we’ve got some that are
already here placed for us. And we can just
start grabbing things. I could, like, move that tree, or maybe let’s make
it a bit bigger. Or I can clone things which is a
really nice sort of simple way of padding a scene out. I can take this bit here
and make it ridiculously big. SID: That’s amazing. JUSTIN: And every one of these
objects that you’re grabbing and manipulating here, these were
all made by somebody using the controller in this game engine. None of this is preexisting. MARK: Exactly. We’re not importing
anything from 3D Studio. Literally all of our
content that we’re making, we’re sitting in a studio with
DualShock 4s and PlayStations just making it. JUSTIN: And you actually have
a whole campaign that Media Molecule has built that players
can play through when the game ships, and that was all
created in this game. The whole thing was built with
DualShocks and with
PlayStation Move controllers. MARK: Literally.
We do not cheat one little bit. It’s a genuine example of
what you can make in the tool. I could turn it into the sculpt
tool and just modify this tree for example. Let’s put another little
branch on there like this. There you go. Not the best
branch in the world, but just to show you that you
can just mess around with the sculptor tools easily. Actually, it’s quite good.
I like that. So, yeah. You see me just rearranging
and kind of cloning here. And even the clone tool is
kind of fun to use actually if I extend this path out here. So I can just do a
simple clone like that. But I can go there and
maybe fill in the gap. JUSTIN: Oh, cool. MARK: Do this kind of thing. Or I can extend out the other
way and project forwards and kind of do these really — get these really
kind of trippy things. And if I use the scale tool,
then it will — so you get all these really
weird, kind of fractal patterns and things that you can make. JUSTIN: And it just
automatically figures out the — MARK: The path. And it’s just fun
playing around with that even if you don’t want
to make anything. But let’s actually extend our
path a little bit like that, maybe going up. And let’s give ourselves
a destination to go to. So I’m just going to steal
that bit of landscape there. What we need is a
character in the scene. So let’s zoom in here. So far you’ve seen me just
rearranging stuff that’s already in this thing, but obviously you might
want to add additional things. So if I bring up
our palette here, and this contains everything
that you need to make the next triple A, blockbuster
PlayStation game. I’m going to go search, and this
will search the “Dreamiverse” or the community. And essentially this is a bunch
of separate elements and things that people have
made and published. But we want a character, so
I’m just going to go into this collection here that we
prepared especially for today. JUSTIN: And I expect that these
collections will be pretty large after the game ships
and the community gets their hands on it. MARK: Exactly. Some people might pride
themselves on just their taste alone, so they could become good
Collection makers for example. SID: Curators.
MARK: Exactly. We do a lot to service the
whole range of creative skills. SID: This game is
so fascinating. There’s never been
anything like this. It reminds me a little bit of
the pinball construction sets and things that were around
back in the 80s but on a totally
different level. MARK: I was a big fan of
the Shoot ‘Em-Up Construction Kits
on the Commodore ’64. That was a big inspiration
behind Little Big Planet So I just placed a
character there. And this character was made
from scratch in the tool, all of its moves, all
of its logic was made. But obviously we’re just going
to place it and use someone
else’s work here. And if I take us into
Play Mode immediately, we can just run around this
little scene that we arranged here. JUSTIN: So his
little run animation, the way he jumps, his attacks,
the little things he throws out, that was all created by
somebody within Dreams. MARK: Exactly. SID: It’s amazing. MARK: We’ve got a guy called
Steve “Big Guns” in the studio doing characters,
and he’s been a star in the Little Big Planet
community actually. And we employed him, and
he’s now making stuff with us. And he’s got like twin stick
controls in here so you can walk backwards while you’re shooting. JUSTIN: Oh, cool. MARK: So what we want to do is
make a quick bit of gameplay. So let’s go back into Edit Mode. And I’ve done this
demo a few times. People might have
already seen this, but it’s nice to show off. So I’m going to do a floating
platform that goes like this. JUSTIN: Oh okay. You’re going to build an
actual — MARK: Animate this.
We’re going to animate. And the thing is,
I’m practicing here, but essentially this is how you
can animate things in Dreams. All you need to do is say,
well, I wanted to do that. Just let me record
my actions please. So this is essentially sofa
motion capture if you like. That’s how I like
to describe it. All I need to do is tell it that
I want to capture something. So go to the
Animate tab up here. Action Recorder. And you got Keyframes, by
the way, and Timelines. JUSTIN: So you can really get in
the weeds with this stuff if you want. MARK: Yeah. Exactly. But I kind of like
the more handmade. JUSTIN: Feels more organic. MARK: Yeah, exactly. So we slap one of these,
place it anywhere in the scene, and this thing will
store our animation. So we’re now readied and primed,
and all we need to do is grab something and
animate it essentially. So I’m going to grab this. JUSTIN: Steady. Steady. MARK: I find it helps
to make the sounds. Let’s have a really evil bit
there that just goes like that just to throw people off,
and then go back there. And that’s cool. And now we’ve made an animation. Just watch that back. JUSTIN: There we go. MARK: And I can
obviously redo that if I like, or I can sort of open this thing
and mess with a few things. Let’s maybe make it a
bit faster for example. JUSTIN: Oh, man. SID: Wow. JUSTIN: Careful. MARK: That’s probably
going to be a bit too fast. JUSTIN: Maybe. MARK: Let’s give
that a quick test. SID: I just love how quickly
you hop back into the Play Mode. JUSTIN: Oh, yeah. The platform got
the best of you. So devious. The animation is so devious,
you didn’t even make it. MARK: You know what? This is the cute thing: You can
be in Play Mode and immediately go back into the
Edit Mode and be like, “Okay. I keep messing up this. Let’s add another bit of
rock down there or something.” There we go. I’m still going to die,
aren’t I? SID: Tricks of the
master game designers. MARK: Exactly. [LAUGHTER] MARK: I’m jet
lagged at the moment. JUSTIN: You’re a
wonderful creator. MARK: What we
need is some music. That’s what it is. If we have some music in here, I think that will help to sort
of stabilize my brain. So let’s make that look a bit
more exciting and dangerous donw there too. So, again, we’ll go
into these collections, and somebody — this is one
of my favorite things here — someone’s made, like, a
nice big lava cookie. Just scale that up. JUSTIN: How confident are you
feeling about being able to avoid the lava there? MARK: That will give me
more sort of — JUSTIN: More motivation? MARK: Yeah. Motivation. That’s this word I
was looking for. You have guides and things, so
you can make stuff exactly on grids and make
them if you want to. But I kind of like
the more handmade look. JUSTIN: Those wood planks aren’t
going to stand up to the heat of that. MARK: And, again, this is just something that
somebody made and published. And they’ve put their own little
particle effects in there. JUSTIN: And there’s even little
embers floating up if from it. That’s cool. MARK: It looks really
nice in Play Mode actually. It’s looking a bit
more serious, isn’t it? So, music. I was going to
show you some music. JUSTIN: The music creation
stuff in here is unbelievable. MARK: So, yeah. The music is a whole seminar
within itself really to show you all of its functions, but I’m going to scratch
the surface here. So let’s go back to search. Before I make a make of music,
I’ll just show you that you can search for music
that other people have made. So you can filter all this down
or filter down to music and just stuff people have published. “Wrath of Banana
+ performables.” God, What the hell is that? MM Music. SID: Now, I know this music
generator has gotten a lot of buzz on its own. JUSTIN: Yeah. MARK: Is there a
complete piece of music here? JUSTIN: Mark helped me make
a song when we were playing earlier. I’m not a very
talented musician, but we made something in, like,
three minutes that we just kind of had as the background track. MARK: Just to give
you a little bit. SID: That’s amazing. MARK: So this is a piece of
music that somebody’s made. And it’s on a timeline. Anyone that’s ever used a kind
of something like Garage Band or Premiere or anything like
that would recognize this. Essentially it’s just
a canvas, play head, and activates all these
different music clips. SID: Astonishing. JUSTIN: And we’re doing
this all with the DualShock 4, but the game also works with
PlayStation Move controllers. Right? MARK: Yeah. Exactly. SID: It’s just amazing to me
that you can pop that up in the middle of editing and playing,
and it’s all so seamless. I’ve never seen
anything like this. MARK: I think that is one of
the unique things about Dreams. We’ve got the Scene
Arrangement, the Sculptor, the Music Making,
Animation all in the same place. JUSTIN: You don’t need to back
out in the main menu and go to “engage Music Mode.” MARK: Exactly. And that’s not just about
making it a bit faster. The really nice thing about that
is it’s much easier to integrate and crossover the
different disciplines. So if you want to make your
animations go in time with your music, it’s just really easy. SID: It’s amazing. JUSTIN: And you can do
all of it yourself or, I mean, if you
really excel as, like, a character animator, you can
make animations and put them out into the world and let people integrate those
into the levels they create. MARK: Exactly. And we actually track the
kinds of things that you do. And that becomes part of
your Pro Player Profile. So you won’t get a lot of
experience points as an animator or as a sculptor. And if you’re searching for
people to collaborate with, maybe you can say, “I want to
search for people that have done lots of animations,”
and that kind of thing. So I’m going to take us
into Sound Mode here. And we will put together
a quick piece of music. So let’s get a blank
timeline actually. There’s an empty timeline
waiting for a masterpiece. And then what we need is — JUSTIN: You can sample some of the glasses clinging in
the background there. MARK: Yeah. We can actually put
some sounds in there. Let’s give ourselves a bit
of a backing track first. So I’m searching
for some instruments. That’s quite a cool one.
I like the sound of that. There’s hundreds of instruments
that we’ve made that come with Dreams, but, again, you can
make your own instruments. You can import sounds
via a second-screen app. So if you want to get
good quality sounds, you can record them with
whatever recording tech you’ve got and then just drag and drop. SID: That’s awesome. MARK: Or you can do it a really
dirty way and just use your PlayStation camera or Bluetooth
mic and get sounds in like that. But there’s loads in
there to choose from, so you never need to do that,
but some people will obviously want to, or if you want to
add a vocal track something. So I put an instrument there. JUSTIN: Sid can sing. SID: No, I can’t. MARK: Oh okay.
Let’s put that to the test. So this is what an
instrument looks like. It’s this kind of
play canvas if you like. And essentially I can now
just use my DualShock 4 to play different notes. JUSTIN: You’re just pressing
the different face buttons. MARK: Yeah. And you can choose different
chords and keys and scales, but I’m just going to leave it
like that in the default thing. You don’t need to understand
music to make music in Dreams; that’s really crucial. You can just press
buttons and see what happens. And on this surface, you’ll
see there’s these circular bits. They’re actually
like, essentially, a bit like a guitar
pedal if you like. And, again, you can construct
these yourself with ridiculous amounts of parameters, but it’s
nice to just use ones — JUSTIN: The further in you go, the stronger the
effect is it looks like. MARK: So I’m going to hit record
and play some random notes here. I’ll put the metronome on
just to help me keep time, but I’m really not going to
think about what I’m doing. I’m just going to prove that
you can make something that’s descriptive of
music even if it’s not. So I’m just going to record. And here we go. Let’s bend a few notes. JUSTIN: And you’re just bending
those notes by — MARK: The touch pad. JUSTIN: The touch pad there. MARK: And I can rotate my Imp
like this to just get lower
or higher octaves. JUSTIN: Whoa. MARK: I mean, similar to the
way I showed you the animation, we have this philosophy of being
able the capture performances, so you get this nice
human element in there. JUSTIN: I feel like musicians
could do literal performances using this tool. MARK: Exactly. We plan to do some gigs actually
and do some onstage performance of this because why not. And the thing is, I can do a performance
like that and be like, “It’s almost perfect, but I just
messed up that last note.” So you can put it into a more
traditional piano roll like this. SID: You guys
thought of everything. MARK: I’d be like, “That
note there is a real bummer. I’m just going to
delete that one.” SID: Is there anything you
didn’t include in this, Dreams? MARK: It’s harder to think about
what’s not in there to be honest And the point is it’s
going to be an ongoing thing. So we’ll work
with the community, and if there’s a strong
desires for a particular thing, then if it’s
possible, we’ll do it. Really, when we
release this game, I just see us
expanding the team. SID: We throw the word
“innovative” around a lot in video games. But this is like a
whole different level. JUSTIN: I feel like the
difference here is this is going to foster so much
innovation among players. MARK: I really hope so. With Little Big Planet we
managed to sort of pull a lot of talent out of the woodwork, and,
you know, a lot of those people are working in the
game’s industry now. SID: That’s great. MARK: That’s the thing
that really touches me and is important to me. There could be some kid in a
bedroom somewhere that maybe doesn’t have the opportunity to
go to university or doesn’t have access to all
these different tools. Just get a copy of Dreams, and
you got everything you need, and you could potentially
make the next triple A, blockbuster game for
PlayStation from your bedroom. SID: It’s no joke.
This is serious stuff. MARK: So what I’m going to do is
add another instrument to that quickly. I saw a bass here
somewhere, a slap bass. Where is it? Yes.
Look at that. So I’m just going to quickly
record a bit of slap bass. Again, I’m just going to
be hitting random buttons. Actually, I want to
put the metronome on so I can keep
time a bit better. Let’s try that again. JUSTIN: Everybody is playing
their own solo right now. MARK: And the cute thing is if
we were playing this together with multiple controllers, we
could be jamming on different instruments together
which is really cute. And I am literally just
pressing random buttons now. JUSTIN: You showed me
before, if you tilt to the side, you can see kind of the
different — the way the
metronome comes in. I mean, if you
rotate the screen. MARK: Oh sorry. So if I tilt around
here and play that back, you can see the
notes that I recorded. SID: Wow!
What is going on with this? MARK: Makes it look
very science fiction. JUSTIN: Unreal. MARK: So obviously
what you’re thinking is, well, that doesn’t
sound like music. That’s rubbish. But I’m going to show you the
trick that they use in the music trade and that is
slap a beat on it. So as well as the instruments,
you can obviously just search for other clips that
people have already made. So that’s a clip that
we just made there, and we can publish that. I can select that and go, “I’m going to share that
with the world.” And they can use that
little performance there, but I’m not quite
sure they would want to. So let’s search for some music
clips other people have already made. I think this one here is good. So let’s just
slap that on there. And, again, using all the same controls I
was using in Create Mode. I can clone stuff to repeat it,
or I can be a bit more fancy and just grab this end bit
here and drag that out. Let’s listen to it now. Now, you might need to
control yourself here; you might want to dance. Here we go. JUSTIN: Yeah.
There we go. MARK: It’s better.
So there you go. And I think what it really
needs is just a vocal track, just a little bit of vocals. Microphone. So this will let me just record. I’m going to use the PlayStation
camera up there that we’ve got, the microphone. Why is it gray? Maybe that’s not going to work. Maybe the camera
is not plugged in. Let try it. La, la, la. PlayStation Blog. Looks like it was
working actually. There you go. JUSTIN: Oh nice. MARK: Let’s kick that in after a
couple of bars — after one bar maybe. JUSTIN: It’s a little
quiet, but it’s in there. MARK: We haven’t got time, but
there’s just a whole universe to explore in here. So I can turn the volume up. JUSTIN: I think I saw some 3D
panning effects and all that. MARK: Let’s make it a
bit more higher pitched. You know, you got all your 3D
panning and all the stuff that professional game developers
kind of take for granted. Bit of reverb. SID: Unbelievable. MARK: It’s a lot of fun.
Let’s try it in our game. JUSTIN: That’s a fun little
effect just recording using the PlayStation camera. You slap some effects on
there, and it sounds good. MARK: Exactly. And if you want, you can record
yourself going la and turn that into a instrument that
you can perform with. JUSTIN: Yeah.
We made it. SID: Nicely done. JUSTIN: You just
needed the music. MARK: So that’s a tiny
glimpse of Create Mode. SID: It’s such
worlds contained within. I have to say, in 20
years of covering games, I have never seen anything
even remotely to this level of detail. MARK: This is sort of
traditionally the stuff that exists in games these days. These are all the tools
that people are used to using, but we just tried to make
them console friendly really. JUSTIN: Make it
accessible to everybody. Like Sid was saying,
this is only just a tiny, tiny fraction of
what’s possible in Dreams. It really is just mind
blowing what we’ve seen here. MARK: This is just
scratching the surface really. This is just the outer
layer of the onion if you like. JUSTIN: Great. Well, yeah. Thank you so much, Mark,
for showing us all this. Stay tuned to PlayStation Blog. We’ll obviously keep everybody
up to date as the game — as more news comes out about it,
as we learn more about these betas and all of that. So, yeah.
Mark, thanks again. Sid, thanks for helping host. SID: My pleasure. JUSTIN: That is Dreams for
PlayStation 4 and PlayStation VR. We’ll see more soon. MARK: Brilliant.
Thank you very much. [OUTRO MUSIC PLAYING]

100 Replies to “Dreams Gameplay Walkthrough | PS Underground”

  1. i love game creating games. Halo 3s forge, RPG maker collection, Project Spark. personally i thought project spark had great ideas of playing levels would unlock things for you to use in the creation mode. i have such great homes for this Dream game

  2. This is perfect. I wamt to try and get goodand mess around with animation but i ciuldnt because i didnt have a pc but now because this is on ps4 i can animate stuff now.

  3. Sooo, a game making engine that's easy for everyone to make games? I love it! It'd be cool to have a PC version some day

  4. This game is gonna be a travesty to utilize
    Looking with hindisight, it would have been better if they sided with Nintendo Switch to bring a project where you need a tri-dimensional space workability to design an enviroment. On top of that, it would have hit a broader and more accurate audience, kids…
    But too bad, they've been working on this project since ages and they can't just scrap all that investment and jump on Nintendo's big wagon. It would be unfair to Sony.

    They really wanna hit the same spot that Minecraft did (become a cultural and artistic phenomenon) but it's not gona happen as they hope. I'm calling it right now, this is gonna sink if they don't streamline the utilize.

  5. So in other words, it’s Project Spark but without the limitations, poor design, bad monetization mechanics and other self-defeating decisions.

  6. I have nothing more to say than HOLY FLIPPING FLIP. I sense I will lose whole weeks becoming lost in my … "Dreams".

  7. I feel like this has the potential to revolutionize self-taught art in addition to bringing gaming on a new level.

  8. I keep thinking Spore, The Movies, Little Big Planet. Creation games that showed a lot of promise but were tedious, shallow and restrictive when you got your hands on them. I really hope Dreams raises the bar. The concept looks and sounds incredible.

  9. i am a kid with not allot of money and the tv is mostly in use so if i would buy a ps4 i would not be able to play alot and the only real intresting game for me is dream here i go…. plz make dreams available for pc

  10. Can we still use the old sack boy model as a playable character cause he was my childhood and I would like to see him in this game

  11. that piano roll sequencer looks interesting.
    On the left side of it you see your traditional block style sequencing, where each block represents a notes pitch, and note length.
    Towards the far right of the piano roll you see what look like freehand squiggles that i assume also represent input notes on the piano roll.

    Can you "draw" in notes in the piano roll, as if you were writing with a stylus?
    Seem's like it would be a interesting way to write.

  12. I'm going to need to take a week off work for this game so I can just sit back and create.
    Might need to ship my kid to space camp or something so I can have some alone time lol.

  13. this game might be the best creation game ever made if its going to be released on PC, the possibilities would literally be endless if this game is going to be on PC too.

  14. This looks amazing. Is it possible to create something like Kingdom Hearts where someone is holding a Keyblade and uses crazy key moves to destroy their enemies?

    What about a leveling up system? That would be dope!

  15. This game is revolutionary. This is literally a tool to create the next big hit. Someone who is talented but broke can literally turn their basement or small apartment into a game studio just with this game.

    And no doubt, I bet some customers will be hired in the future based off their work in dreams.

  16. Really looking forward to this. When it comes out going to be streaming a lot of design and creation on this. Mostly looking forward to the PSVR aspect

  17. Very interesting!!!! I'm a musician/ writer and, I also like to mess around with software like Blender/ Unity. This just looks awesome to me, I really hope it lives up to the reveal. I'll be buying a copy for sure!

  18. Est-il possible de créer un jeu plutôt réalist, peut-on donner des pouvoirs à ses personnages et peut-on crée différents niveaux

  19. I would love this to be on the PC. I can see myself getting frustrated with the controller and wishing I had a kb & mouse.

  20. Now this Looks NEXT GEN! This is the kind of creative freedom we need to see in all games! Cant wait to get this!

  21. So; you guys never heard of Project Spark? It's something very similar to this. I'd say that's fairly "remotely like this".

  22. Never even heard of this till someone tried to make MGS in it!… that's disgusting. Looks incredible come on Sony get behind this!!

  23. Ah, Dreams. The game that essentially killed Little Big Planet. Oh, how the mighty have fallen…

  24. Ive been tring to amplify an ocsillator to create 'analogue' sounds, does anyone have any advice on this, cant get it working

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