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Video Game: The Dream Machine
The Dream Machine is a serial point-and-click adventure game which follows the story of young, expecting couple, Victor and Alicia Neff, shortly after their arrival in their new apartment. As they settle in, however, things soon turn very unsettling.

The games themes focus on dreams, particularly Freudian and Jungian theories of dream symbols. As such, surreal elements show up early and increase as the story unfolds.

Visually, the game is made from clay and cardboard, giving it a very unique feel.

Chapters 1, 2, 3 and 4 are currently available on Steam. The first is also available to play for free at the game's official website. Originally, the developers planned to release 5 chapters, but the story grew during development and currently the story consists of 6 chapters.

Since the story line of this still has not been fully released, please cover your spoilers.

This show provides examples of:

  • Abusive Granddad: Morton's grandfather was this, as we learn in the second game.
  • A.I. Is a Crapshoot: The titular dream machine. It starts out much less intelligent than most examples of this trope, but seems to get progressively smarter as the story goes on.
  • And I Must Scream: When the Machine took over Alicia in chapter 3, Alicia was still fully concious and aware of what's going on.
  • Anxiety Dreams: Referenced. Alicia suggests that Victor's dream is this.
  • Audience Surrogate
  • Beautiful Void: Mr. Morton's dreamscape, which is a great metaphor for his loneliness, detachment from the outside world, him not having an heir and unable to do good with his research.
  • Big Screwed-Up Family: Mortons are this... sort of. At any rate, their family business is very specific.
  • Covered in Gunge: Alicia describes a dream she had before the start of the game which ends with their land lord in this state.
  • Crapsaccharine World: HMS Albatros.
  • Crusty Caretaker: Morton is pretty scary even when you don't know anything about him yet. Then, you find out that he have been spying on you through multiple videocameras, invaded your wife's dreams and disposed of the previous tenant of your flat.
  • Demonic Possession: Or, rather, Mechanic Possession. In chapter 3, the Machine takes over Alicia.
  • Doing It for the Art: Seriously, you guys. An adventure game made by two people from clay and cardboard. This is the only reason the sequels take so damn long to make.
  • Dream Land: As the title indicates, the game takes part in one. Although, it's made up of a significantly smaller amount of contributing dreamers.
  • Dream People: Episodes 2 and 3 take place within dreams, meaning Victor interacts with mostly with these. Of course, the name of the game could have been a clue this trope would be present.
  • Dream Walker: During the game play, Victor and the machine. Mr. Morton is revealed to have done this to Alicia, arriving in a fairly...Unusual manner. His father is implied to have done this, as well.
  • Final Speech / Deathbed Confession: Mr. Morton gives a long, long one.
  • Fisher King / Environmental Symbolism: The dreamscape of each person reflects their personality, so, naturally, these tropes are present.
  • Foreshadowing: In the beginning of Episode 1:
  • I'm a Humanitarian: The Machine in chapter 3.
  • Indian Burial Ground: Your neighbour invokes this trope as a joke. You soon find out that there is a different sort of horror lurking in the house.
  • Gone Horribly Wrong: The dream machine, again.
  • Last of His Kind: Mr. Morton has no children and, therefore, is the last one in his family line.
  • Let's Play: Right on to you.
  • Living Emotional Crutch: The third game implies that Victor is this to Alicia. If the only humans in your dreams, besides you, are replicas of your husband, you do have issues.
  • Loners Are Freaks: Mr. Morton, in spades.
  • Moon Logic Puzzle: In chapter 3, you have to make an umbrella drink. To do this, you need to pick up a life-sized umbrella on the deck by the coach, that somehow fits in a little glass.
    • Plenty of puzzles run on the sort of surreal logic that only works in dreams and adventure games. For instance, you can make a deaf statue able to hear by stuffing a hammer, anvil, and stirrup into its ear.
  • Mysterious Note: The one Victor finds is the first tangible clue something isn't quite right.
    • Another one makes an appearance in Chapter 3. In this case, the sender and intention is clear, the mystery is in who it is addressed to.
  • Obsessive Compulsive Barkeeping: The barkeeper in chapter 3 is always drying a glass. Justified both in- and out-universe: he's been stated to be a manipulative Jerkass who takes credit for others' work, and the game is made in claymation, which demands so much effort that even a single Idle Animation for a secondary character takes a long time to make.
  • The Only One: In the second chapter, Victor discovers that he is the only one capable of fighting the machine since Mr. Morton never got the chance to enter his dreams.
  • Police Are Useless: Not that they'd be able to get into the building anyway.
  • Recurring Dreams: After reading Morton's dreamjournals, Victor notices that "his dreams are oddly repetitive".
  • Redemption Equals Death: Arguably, the case with Mr. Morton. S/he may have been a nasty piece of work, but when the machine demanded to kill Victor, he refused to do it and was mortally injured by the machine, living just long enough to tell Victor what to do.
  • Released to Elsewhere: In chapter 3, "promoted to Command" and "sent to coal room duty" have this meaning.
  • Shout-Out: The shirt Victor wears is the same the main character in Blade Runner wears.
  • Stalker Without A Crush: Mr. Morton and Victor for the tenants of the house, albeit for different reasons - Morton's reasoning is For Science!, and Victor has to save them.
  • Stealth Pun: Morton's dreamscape populated by the heads of the Morton family.
  • Technology Porn: The dream machine looks pretty impressive.
  • Twenty Minutes into the Past: Well, the game mentions eBay at one point, but aside from that it plays like it is set at least in 90s.
  • Your Mind Makes It Real: If you die in your dream, you die in reality - and your dreamscape dies with you.

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