In my early twenties, I was plagued for weeks by the same dream about my teeth falling out. Each night they would wiggle lose and drop out of my horrified head. Each morning I would awake with a tiny jump before I realized every single tooth was still tightly in place.
It was a harmless dream. Even the panic didn't last more than a few seconds. But that long-lost feeling was familiar to me as I played through Figment, an isometric adventure game that mixes fears with a stylish dreamworld.
Figment is the latest from Denmark-based developer Bedtime Digital Games. The game, due out in 2017, is a work-in-progress for PC, PlayStation and Xbox systems. Speaking to Polygon, cofounder and game designer Jonas Byrresen explained that the game takes place inside the subconscious mind of a character players will never truly meet. This mysterious person has endured a trauma, and it's up to players to figure out exactly what that incident was.
"When you go through a trauma ... something fills up your head" said Byrresen. "In this case it's a lot of fear and doubt.
"Plague represents our fear of everything [that's] filthy."
"Trauma is something that can take many shapes, but it's also something a lot of people encounter during their lives. It represents an internal struggle that a lot of people will have. It represents something very basic and human."
Players adventure through this colorful world as Dusty — a character whose dour demeanor is offset by his Where-the-Wild-Things-Are-meets-Adventure-Time appearance. Figment's fear and doubt manifest as comical, singing villains, which Dusty must confront and triumph over. During our demo, we ran into Plague, whose sick singing puns were accompanied by noxious gas and snot-hurling sidekicks. It's a super gross, super silly take on a very basic human fear.
"Plague represents our fear of everything [that's] filthy, essentially, but also our fear of our own mortality because of disease and getting old," Byrresen said.
"It's basically something we worked with from the start, this idea that we as humans just share some basic fears. It's so deeply ingrained in us. There's some nightmares we all have had."
It's a concept that Figment nails in many ways. The first time I encountered teeth in the game — floating platforms and bridges for me to run across — I thought nothing of it. But as I crossed, they sometimes cracked and crumbled into nothingness. I was reminded of my own nightmares with a cringe.
Confronting these fears and nightmares, however, is central to Figment. Byrresen defines Dusty as the mind's avatar for courage. Not just the heroic kind, either, but the kind needed to tackle every day life. The game's villains will often run from you when they're feeling threatened, but the only real way to victory is confrontation.
"[The villains] are cowards, so they keep running away," Byrresen said. "Each world is about finding a way to corner them, and then finally having a chance for defeating them.
"You need to face your fears. That's the way you overcome them."