D4: Dark Dreams Don’t Die Review: Just Let Go of the Past

If someone came up to me and ask me what D4: Dark Dreams Don’t Die is about, I would say it’s about letting go of the past, eating and relationships. These are the three themes I noticed quite frequently in the game and the three main ingredients that keep a person functional in the society. This game is about a broken man named David Young who is on a metaphorical journey from death to life.

David Young in D4:Dark Dreams Don't Die falling into the tub

Young lost his wife and we the players become the detective by diving into his dreamlike universe. One moment, we see Young falling into the bathroom, and then we see him reading a magazine on the bed casually, drinking coffee, crushing fortune cookies, changing music records, turning on the T.V, changing clothes, pushing little squirrel off the window etc. Everything seems calm and normal. Until Amanda, his cat, enters the scene. Then I realize, Mister Young is not okay. We are witnessing a man who is undergoing some severe trauma in the head!

Amanda posing in D4:Dark Dreams Don't Die game

And so, Forrest Kaysen (please see the picture below), an important supporting role in the game, is there to guide Young back to life, back to reality, the present moment. If you have played the game, you would notice once Young solved a particular mystery of his past, the memento lose its special power. This is a way for the game to tell the player–mystery solved. Now you can move forward into the present moment. Have you folks ever experienced that? When you are bothered by the past, but there is nothing you can do to change it, but live in regret? Leave it in the past, my friends, leave it in the past.

Kaysen chowing down food in the dinner scenes

Looking closely at Kaysen, he is like a philosopher and sometimes like a twisted version of Little Peggy, the protagonist’s wife. Speaking with him, opens up a dialogue about eating. It is important to nourish the body with food. How can any person function without food? Obviously, the game attempted to point out that people who are consumed by the past do not feed their bodies. Why would they? They are dead inside. So, it’s no surprise to me, when Kaysen confronted Young for not finishing his meal. Kaysen knows that Young has been drinking excessively to drown his misery. He is concerned for his friend’s physical and mental health, but he also wants some acknowledgement for his cooking ability. Did you know it is very rude to ask for a to go box in Japan if you can’t finish your meal in one sitting? Not only do we see Young playing with his food in the dinner scenes as if food is not a valuable source, but he also makes a point about how America is the land of the free. You are not obligated to finish a meal because you have a choice unlike Japan where the behavior is frown upon because it’s a sign of disrespect not only to the Cook but to life itself. This part of the game really highlights the differences between Japanese and American culture on food and the way human interact in a social setting in a twisted way. The game is after all directed by a quirky Japanese game director named Hidetaka Suehiro who is also known as Swery.

I know I mentioned a lot about the plot because I am assuming if you are reading this review then you’re the type of gamer who appreciate a good story. The plot and the colorful characters are definitely stronger than the gameplay; however, don’t be alarmed, the gameplay is creative and entertaining unlike some other cinematic games out there where gameplay is monotonously boring. The stunts with Amanda and the courier are quite funny. But my all-time favorite side game is taking Philip Cheney’s quizzes. His dialogue is interesting and his villain-like approach to the quizzes made me laugh hard. I am not surprised he is the fourth “D.”

Cheney on the plane

And yes, the game ends with a cliffhanger and is too short, but I didn’t mind it at all. The game is jam packed with timeless human drama that made me think even after I am done playing it. It made me think about human relationships as being the most important aspect of human civilization. We are like civilized social animals, resembling cats. According to a scrapbook article I found in the game, cats sacrifice the lone life to move in large group. Doing so will make them achieve social status. Hmm…we are like cats!

Lastly, the game made me think about relationship between lovers as the strongest bond between humans. Some of us argued that we don’t need it, but I think we do. Life seems more enjoyable despite the arguments that come with a relationship. Losing a relationship will drive us crazy as we see it with the Marshal who chases after the courier to avenge his wife’s death. He too, like the protagonist, is living in the past. But perhaps, Little Peggy is right: Things in the past need to stay in the past or else a person cannot move on and live a happy life. The only thing we can do is acknowledge our mistakes and practice for tomorrow as Young once said. Overall, the game gave me a good feeling. Most of the time, I was laughing with the game despite its dark plot.

I am still curious–who killed Little Peggy? I’m hoping for season 2. Let me know what your thoughts are on D4 if you have played it, and thank you for reading! Until next time, take care!

Note: Originally posted on March 4, 2017; revised and edited on August 4, 2022

Kuon: An Enlightening Survival-Horror Video Game

Kuon, developed by FromSoftware, was one of the survival-horror video games I tried to squeeze in the month of October because of Halloween, but I ended up playing it into November.  It took me a month to complete because I took my time and did not play every day. You can complete the game in 10 hours or less. Despite the game’s short length, Kuon is exceptionally great and is now on my top list of favorite games. Let me explain.

The art direction in this game is superb as it reveals a simple but strong plot. The use of sound effects and music created an intense horrific and isolating atmosphere. There were a few times, I was startled.  And yet, at times, it was not all scary. The sound of nature (e.g., footsteps, stream, wind) can be heard throughout the game, giving life to the atmosphere.

The placement of the sound effects (monsters groaning, monk chanting in the temple, the twins singing) in the game was not overdone or overused. They all served a purpose and integrated well to build suspense and tension. They also acted as subtle cues to steer me in the right direction, without acknowledging that I was playing the game. I was in the game.

Lastly, the three different protagonists (all females with unique personalities), played in three different phases, summarized the story so well that it left me feeling awe and sorrowfully happy.

Because of the game’s art direction, I was drawn to the game and understood the plot. This game is about the perversion of immortality. The father is so driven to perfect the spells at the expense of his own daughter’s life and his disciples that he loses his humanity. The father, an authoritative figure, is evil and must be defeated by the master exorcist, who is like a motherly figure. She rebukes the father and put things back in order.

This was the impression I got from playing the game. Without the art direction in this game, the story might have not been told well. It might have been another horror video game. But this one is special. It taught me something: We will die one day, why not enjoy the life we are given now in the present moment instead of tampering with something beyond our scope of reasoning?