Editorials
‘LSD: Dream Emulator’ – The Surreal Game and Its Spooky Conspiracy Theories 25 Years Later
More than any other artform, videogames are limited by technological advances. In other words: they cost a lot of money to produce. However, there was once a sweet spot when computer hardware was affordable and widespread enough that almost any small team could take a shot at game development without having to invest the GDP of a small country into making the title look “next-gen.” During this brief period, gaming was almost completely untethered by market research and corporate oversight, making it possible for a handful of developers to compete with gigantic companies on equal footing and provide us with some truly weird gaming experiences.
This experimental era was responsible for quirky games like Screaming Mad George’s ParanoiaScape and even Neverhood’s Skullmonkeys, but one of the most infamous projects of the time was Asmik Ace Entertainment’s LSD: Dream Emulator, a one-of-a-kind adventure title that went on to inspire decades of conspiracy theories and spooky online rumors despite being a relatively obscure Japan exclusive. And 25 years after its original release, we thought that this might be a good time to look back on this bizarre project and find out if its sinister reputation is justified.
Originally inspired by a real dream journal kept by Asmik Ace employee Hiroko Nishikawa, LSD: Dream Emulator was actually masterminded by multimedia artist Osamu Sato. Wanting to take advantage of the PS1’s untapped potential for ground-breaking virtual art pieces, Sato envisioned a non-competitive game that operated on surreal dream-logic. This resulted in a unique “walking simulator” where players take on the role of an unnamed dreamer as they traverse imaginary worlds in first person and keep track of their progress via menus and statistics. The dreams are also multi-layered, with walls and certain objects being able to transport players into deeper levels of this simulated reality, often with creepy and psychedelic results.

The strangest visuals you’ll find on the PlayStation.
It’s easy to see how such a peculiar experience might entice players to theorize about the meaning of these strange lands and their stranger inhabitants, so it’s no surprise that online gaming communities embraced LSD as a source of virtual urban legends and even “creepypastas.” In fact, the game even became popular on paranormal forums as users began to suggest that Sato had implanted subliminal messages into the experience, with some going so far as to claim that LSD was literally cursed. Of course, these legends only became so popular because most people hadn’t had the chance to actually play the game, only coming into contact with out-of-context screenshots and often-misleading translations.
That being said, while many of these stories were simply exaggerating surreal moments of a strange foreign game, LSD does in fact boast a series of genuinely spooky elements that gives these claims at least some degree of legitimacy. From random body parts strung over bad neighborhoods to literal giant demons populating low-polygon hellscapes (not to mention a few unexpected references to suicide), there’s plenty of nightmare material to be found here if you’re willing to look for it.
These eerie moments are made even more disturbing by the game’s RNG mechanics, meaning that scary stuff can happen at any moment for seemingly no reason. The levels themselves rarely change, maintaining a consistent architecture, but textures and NPCs can be altered at a moment’s notice, so you can find yourself walking through a pleasant cityscape only to have all the window textures suddenly transform into unblinking eyes.
There’s also the issue of the “Gray Man,” a featureless pursuer that stalks players throughout these dreamscapes for some added tension. Since you can’t actually fail the Dream Emulator, all the Gray Man can do is end the current dream and prevent you from revisiting past ones, but there’s no denying that this ever-shambling pursuer is one of the title’s most horrific elements. Plus, he’s clearly modeled after a hat-wearing shadow-person (supernatural entities that supposedly haunt victims of sleep paralysis), which further fueled online speculation about the game.
Personally, I think the scariest moments of LSD are the result of subtle details like heavily-compressed real world photographs hidden in the textures and the generally unsettling atmosphere surrounding some of these unreal environments. There are no real jump scares or excessively disturbing imagery to be found here, but the constant reminder that you’re walking through someone else’s dreamscape always gets me on edge.

The Gray Man Cometh.
While gameplay is usually accompanied by a phenomenal branching soundtrack comprised of ambient tunes and psychedelic melodies – all composed by Sato himself – I’d argue that the most sinister bits of the title stem from lonely moments of silence as you traverse some of these worlds accompanied only by the compressed sound of your footsteps.
Disregarding the title’s online infamy, there are still plenty of interesting genre elements here that are sure to captivate horror hounds even if this isn’t a bona fide horror game. That’s why it makes sense that the advent of easily accessible computer emulation led to the title becoming more popular in the west, eventually inspiring a plethora of lo-fi indie horror projects (from Yume Nikki to Hypnagogia), as well as larger titles such as Media Molecule’s ambitious Dreams. Not bad for a game that never saw release outside Japan!
Much like a real dream, LSD: Dream Emulator is only as terrifying as you allow it to be, with the simple graphics and non-linear structure letting players project nearly anything onto those simple polygons and low-resolution textures. Whether you’ll interpret these otherworldly visions as surreal art pieces or virtual nightmares is completely up to the player, but one thing is for certain – there’s a reason that this strange little game continues to bewitch and inspire players a quarter of a century later, and I wish modern game studios could afford to take bizarre risks like this one.
Editorials
Why Mainstream Horror Should Lighten Up
“Elevated Horror.” Of all the combinations in the English language, that one is the most insufferable.
It represents almost a decade of scary movies that, for the most part, took themselves too seriously. Horror responds to the moment, so its “why so serious” lean makes sense as we scuttle through the “worst of times” equation of Charles Dickens’ famous opening lines. But there’s still an opening and a need for a lighter approach; one that not only has fun with its audience but takes the piss out of a genre that is seemingly letting its newfound “respectability” go to its head.
Wes Craven believed devotees see horror films to let out their fears one primal scream at a time. At their core, these movies are roller coasters; they bring us as close to the edge as possible before pulling us back into a safety net of reality. The need for a bigger and badder coaster increases during times when the size of that net decreases.
There’s a thrill that comes from imagining being in a foot race with a madman, or outthinking the hordes of zombies on the other side of the door, plus the scavenger humans coming behind them. There’s even a rush that comes from imagining how one might deal with possession to see good triumph over evil in the end. It’s all about building tension and releasing it through catharsis. That cathartic release usually sounds like screams followed by laughter, which signals relief. Genre heavy hitters over the past 10 years offered very little of that respite when the credits rolled. Films like Hereditary, The Witch, Talk to Me, and even Smile (pick one) keep that tension going after the screen fades to black.

Hereditary
As the genre became obsessed with creating trauma metaphors, that lack of release made sense. Anyone with even a small sample size of traumatic experiences knows those emotions don’t magically resolve themselves in an allotted run time. But how much trauma can one take? Especially when there’s a mess going on outside that few of us can escape from. Movies offer that off-ramp, no matter how short.
Everything can’t be, nor should it be, “elevated.” Audiences need thoughtful explorations of life’s ills via monsters as much as they need murdering masked maniacs with kitchen knives. And no, it doesn’t have to go any deeper than that. Sometimes, a knife is just a knife, and it’s still worth our time and respect. As weird as it sounds, that simplicity is comforting not in spite of the trauma but because of it.
The worst of times should manifest more than just anguish. People need to laugh just as much as they need to think seriously about this moment in time. Even the Scream franchise forgot the meta rock upon which it built its church when the latest foray sacrificed the subtle comedy for serious drama. Scary Movie returned at the perfect moment. It provides the necessary laughs, but it’s not a cure-all.
This isn’t a call for Scary Movie imitators but a return to a mainstream landscape where Killer Klowns from Outer Space sat with The Serpent and the Rainbow, nestled neatly with the latest Nightmare on Elm Street, which took nothing away from The Vanishing.

They Live
Even They Live, John Carpenter’s horror sci-fi satire sandwich, kept its tongue firmly in cheek while discussing serious ideas still relevant in 2026. Yes, a film about aliens taking over the world through subliminal messaging only visible through coded sunglasses is, in fact, a tad silly. Carpenter understood that mainstream horror can’t become so self-important that it never looks itself in the mirror and laughs at that inherent silliness.
The thing is, horror historically excels at poking fun at itself. Most of the Scream franchise, The Cabin in the Woods, or The Blackening show adoration without kowtowing. They recognize tropes and trappings but invert them for an audience already in on the joke, but one that also finds solace in said conventions. This keeps the genre on its toes; once something gets parodied, it’s usually time to evolve. That breeds new ideas and fresh filmmakers, which not only strengthen the genre’s collective voice but also amplify it.
Get Out, as “elevated” as some critics want us to believe it is, is a cathartic, populist scary movie that spoke to an untapped audience rather than speaking down to them. Backrooms is one of the biggest horror hits in years, partially because it’s fine-tuned for modern-day teenagers instead of their parents. Movies like these tell everyone the genre is open for business; open for innovation and, yeah, open for new ways in which people can lovingly poke fun at with a wink and a nudge.
Horror needs dread as much as it needs laughter.
Catharsis is just as important as tension, and pulpy populism has the same merit as more high-brow material. Respectability shouldn’t come at the expense of an experience akin to walking through a haunted house. At a time when joy seems in short supply, horror should look to its past to map out its future, and make things just a tad brighter for audiences.

Backrooms
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