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A New Game Centered on "Pure" Gameplay Offers Another Possibility for Long-Term Open Worlds

At first glance, the debut PV for "Where Dreams Linger" certainly caught my eye.

Even setting aside the excellent environmental storytelling, its heavily layered gameplay mechanics, expressive boss battle designs, and the underlying logic of "universal interaction" are enough to give people a stunning feeling, like watching a tide, directly facing the flood of the development team's technical prowess.

以玩法“素”为核心卖点的新游戏,给出了长线开放世界的另一种可能

Initially, that's what I thought. But upon冷静ly reflecting later, I felt something was missing—the PV lacked cool skill effects propped up by enlarged character illustrations, and there was no singular, eye-catching highlight moment that could sum it all up in one phrase. In other words, from an overall perspective, it seemed a bit "plain."

So, twice, three times, and many more.

Now, I反而 believe we shouldn't hastily use the word "stunning" as the main theme of the article to set the tone for "Where Dreams Linger." The parts hidden behind the stunning visuals, which may even appear somewhat plain, are perhaps what truly deserve attention in this work.

以玩法“素”为核心卖点的新游戏,给出了长线开放世界的另一种可能

First, let's talk about the "plainness" of the characters.

Of course, I'm not saying the character models are bland—quite the opposite. If you examine them closely, you'll find each character has distinct and noteworthy features. What I mean is that "characters," a core element typically given absolute prominence in the promotional strategies of long-term service games like gacha titles, have had their presence deliberately downplayed throughout the entire PV for "Where Dreams Linger."

以玩法“素”为核心卖点的新游戏,给出了长线开放世界的另一种可能

However, I don't think this is necessarily a bad thing.

Because in my view, besides serving as vessels for emotion and immersion, characters in the game can, to some extent, be equated to the weapons or tools players use to interact with the second world. They possess not only the isolated attribute of "story characters," but their external traits, such as abilities and movements expressed through player control, can also be seen as substantial extensions of their inner souls. "Where Dreams Linger" clearly chooses to emphasize the latter.

以玩法“素”为核心卖点的新游戏,给出了长线开放世界的另一种可能

Therefore, the "plainness" of the characters in the PV actually reflects the development team's confidence. They believe that even without deliberately emphasizing character stories and personalities in the PV, the game can still sustain players' curiosity about this "land where dreams linger" through the other half of its soul: "gameplay."

Clearly, their confidence is well-founded.

At this point, we finally arrive at the most emphasized and prominent part of the PV—gameplay. More specifically, the special abilities characters wield. When discussing this, "The Legend of Zelda: Breath of the Wild" is inevitably a topic that cannot be avoided.

Whether raising pillars from flat ground or applying time stops and preserving momentum on objects, these abilities inevitably evoke a subtle sense of déjà vu. Precisely because of this, when the PV begins to showcase various gameplay mechanics, viewers unconsciously compare them one by one with Link's abilities, subconsciously perceiving them as somewhat "plain."

以玩法“素”为核心卖点的新游戏,给出了长线开放世界的另一种可能

But upon closer inspection, you'll find that "Where Dreams Linger" has actually made many distinctive differentiations, such as the two core functions appearing most frequently in the PV: pillar placement and time stop.

The pillar-placing function isn't limited to the XY plane; it can generate pillars on cliffs to help players build temporary walkways. It can also place pillars on rolling boulders to alter their trajectory. As for objects affected by time stop, they aren't only influenced by player actions; collisions with other nearby objects can also impart momentum to them.

以玩法“素”为核心卖点的新游戏,给出了长线开放世界的另一种可能

Moreover, judging from the PV, players should also have expanded abilities to select control ranges or quantities. Erected pillars can be single-layered or extend to three layers or even higher and wider. The time-stop function can halt more surrounding objects, applying force in bulk through attacks and explosions, and even has the奇妙 effect of pausing boss projectile barrages.

以玩法“素”为核心卖点的新游戏,给出了长线开放世界的另一种可能

From the above, it's clear that these functions haven't simply stopped at unilateral implementation from nothing to something. They achieved progress from 0 to 1, then from 1 to 10, subsequently expanding outward like a fan across the entire three-dimensional coordinate system. By continuously increasing and expanding underlying uses in both depth and breadth, almost in a wild growth manner, they provide players with more spontaneous choices for exploring the world.

以玩法“素”为核心卖点的新游戏,给出了长线开放世界的另一种可能

While these small, differentiated innovations may not create an eye-catching highlight in terms of initial impression, they act like limbs extending during growth, allowing players to gradually reach places they couldn't before and do things they couldn't previously accomplish as they "grow taller" day by day.

Keep in mind that the aforementioned content represents only part of how players can use their abilities to interact with the world. If we also factor in the co-op gameplay shown in the PV, where abilities stack upon abilities and multipliers compound, even the idea of "jumping higher by stepping on your own left foot with your right" might seem conservative. In co-op, character abilities no longer exist in isolation; they become irregular variables that can be borrowed, chained into combos, and achieve a "1+1>2" effect.

以玩法“素”为核心卖点的新游戏,给出了长线开放世界的另一种可能

This made me feel while watching the PV that "Where Dreams Linger" is more like an action-oriented single-player RPG centered on mechanistic gameplay and tactical strategy, rather than a traditional gacha game. Its current state seems less like competing for attention and more like a bud waiting to bloom, because most of its content worth savoring is hidden beneath the surface. Players need to associate, dig deeper, and try it out personally to truly feel the qualitative change in experience brought about by these subtle differences.

The gameplay involving special abilities and world interaction works this way, and so does the combat system, which wasn't particularly conspicuous in the PV and might even seem monotonous at first glance.

以玩法“素”为核心卖点的新游戏,给出了长线开放世界的另一种可能

As mentioned earlier, the PV for "Where Dreams Linger" features no camera-zooming skill effects nor visually impactful full-screen ultimate moves. So, is this aspect also hidden away?

Although it's just speculation, judging from the overall tone presented in the PV, I tend to believe that the developers have directly weakened or even abandoned cinematic combat presentations at the design level, instead emphasizing a sense of confrontation closer to real combat, move by move, counter by counter.

以玩法“素”为核心卖点的新游戏,给出了长线开放世界的另一种可能

Precisely because of this, it's difficult for the combat system's actual gameplay demonstration to showcase all its advantages solely through the single dimension of "how it looks." After all, with this non-cinematic, plainer combat style, many core experiences cannot be directly felt through the screen. Only when players truly pick up their weapons and face enemies can they appreciate the sense of immediate confrontation and actual hit feedback.

At this point, different weapons with their own independent attack animations and potentially distinct elemental attributes become a new variable. Elemental weaknesses, part weaknesses, part breaking, the interplay between attack animation wind-ups/wind-downs and boss moves, and possibly existing weapon-exclusive skills all mean that player progression won't be simply limited to numerical increases.

以玩法“素”为核心卖点的新游戏,给出了长线开放世界的另一种可能

Also, judging from the PV, the weapons available to players don't seem to be heavily tied to specific characters. For example, the large hammer used by one of the bosses appears identically in the player's hands in subsequent scenes. This might mean that weapons exist as loot that players need to acquire through exploration or craft themselves, allowing characters to freely use any weapon obtained during their journey without being restricted to a single combat style.

以玩法“素”为核心卖点的新游戏,给出了长线开放世界的另一种可能

If so, players can switch weapons in real-time based on different combat situations to deal with various enemies and environments. This combat system, focused on strategic choice and tactical planning rather than numerical superiority, makes the combat experience more free and multidimensional.

以玩法“素”为核心卖点的新游戏,给出了长线开放世界的另一种可能

At this point, what if we take this already well-developed combat system and combine it with special abilities and world interactions, continuing to multiply the possibilities?

Although this hypothesis might sound like wishful thinking, I believe it follows a traceable logic within the design philosophy of "Where Dreams Linger." Judging from the details in the PV, these features are very likely achievable, or perhaps already implemented.

For instance, around the 1:35 mark in the PV, after blocking an enemy's fire sword attack with an unattributed weapon, the character's weapon briefly gains a burning effect. The enemy's weapon, knocked away by the block, can also ignite the surrounding area upon hitting the grass, affecting other enemies near the fire.

以玩法“素”为核心卖点的新游戏,给出了长线开放世界的另一种可能

This is a brilliant design that truly tests and showcases the development team's technical prowess. There are many such details, but they either flash by quickly or are hidden deep within layers that require player speculation to uncover.

I can only guess that the development team behind "Where Dreams Linger" intends for these to be surprises players occasionally encounter while exploring the world, rather than hints repeatedly emphasized to ensure players don't miss out, thereby stripping away the surprise.

以玩法“素”为核心卖点的新游戏,给出了长线开放世界的另一种可能

This requires more than just the development team's overt viewpoints and attitudes; it demands hard skills in technical prowess and conceptual ideas, along with sufficient yet non-redundant foundational work. This alone is enough to become an insurmountable chasm in the game development process.

And this is just one of the many challenges "Where Dreams Linger" needs to face.

From a promotional perspective, the development team intentionally aims to integrate this more single-player-oriented emergent gameplay into long-term operations, making it the underlying framework supporting the entire game. Frankly speaking, in the current trend of online games generally simplifying features, this is definitely a challenging path with difficult-to-predict outcomes.

以玩法“素”为核心卖点的新游戏,给出了长线开放世界的另一种可能

Fortunately, I believe the development team of "Where Dreams Linger" has already embedded their response in the PV: "Simplicity."

The three core "elements" of "characters," "gameplay," and "combat," which were both highlighted and deliberately concealed in the PV, are being refined and polished with a focus on actual player experience rather than just flashy visuals or screenshot-worthy moments.

以玩法“素”为核心卖点的新游戏,给出了长线开放世界的另一种可能

On this basis, they hope that the free-exploration stories, existing outside the main plot, will be written by players themselves through gameplay emphasis, each unique. The same road can have different methods of passage, and the same destination can have different paths. Open gameplay will help players break out of fixed thinking patterns and forge new paths, echoing the game's slogan: Everythinggj responds, the world has no answers.

Those small stories will be like 30-second short videos casually recorded on a Switch, containing the contradictory attributes of both "impressing oneself" and "being insignificant." Driven by curiosity and freshness, they become the source of vitality pushing players forward to explore unknown areas and seek different solutions.

以玩法“素”为核心卖点的新游戏,给出了长线开放世界的另一种可能

Therefore, although the direction of "Where Dreams Linger" may still seem uncertain, I wouldn't call it "regressive." Making periodic emergent updates to functionality and combat systems doesn't necessarily mean an inevitable increase in burden. Reflexive common sense based on real-world physics and chemistry logic can also provide positive feedback on par with numerical growth.

No predetermined path is certain, and the world holds no answers.

以玩法“素”为核心卖点的新游戏,给出了长线开放世界的另一种可能

Having said all this, since words alone are insufficient, and the core charms of "Where Dreams Linger" require personal experience to fully appreciate, we can only continue to cautiously look forward amidst the empty talk of anticipation before actually getting our hands on the game.