Living the Dream has had one hell of a first month

Living the Dream has had one hell of a first month


Of course, anyone who has been tuned into the Tomodachi Life community for over a decade could have told you it would be a big deal. The series’ original game was a cult phenomenon that ranks high among the best-selling Nintendo 3DS games, with over 6.7 million copies sold. Fans waited 13 long years (eat your heart out, Star Fox) for the follow-up that felt like they’d never get. All that pent-up excitement finally spilled out into Living the Dream when it launched on April 16, ultimately selling 3.8 million copies in its first two weeks.

One month later, the hardest working community in gaming hasn’t taken its long-awaited moment for granted. Living the Dream has inspired fans to create, share, and band together to turn a game with no online features into a social media platform. Through that, they’ve found the agony and ecstasy of an imperfect sequel that trades some of its predecessor’s weirdo charm in for something else entirely. As limited as that mechanical game can be, it feels like fans have only begun to uncover its possibilities together.

In Living the Dream, you are the hand of God controlling your own personal reality TV show. You are free to make anyone you can think of into a Mii, teach them to say anything, and create tons of custom items that the game will cycle into its absurd life simulation. Your fun largely hinges on your creative ability considering that so much interactivity lies in the game’s custom creation suite, which lets you make anything from presents to house interiors pixel-by-pixel.

That emphasis on creation over everything else has made Living the Dream a bit polarizing among long-time fans. The sequel ditches several beloved features from the original Tomodachi Life in pursuit of a Mad Libs simulation where your creations slot into scripted events. There’s no Concert Hall where your Miis will sing, beloved minigames like Judgment Hall are absent, and characters have fewer nuances to their relationships. That, combined with a lack of online sharing, has left some fans hoping that DLC is coming down the line. Without future updates, there’s a palpable fear that Living the Dream could wind up being a flash in the pan.

Betty Boop sits on a fountain in Tomodachi Life: Living the Dream. Image: Nintendo via Polygon

Having played 30 hours of it myself since launch, I get that worry. At a certain point, I began to see the mechanical nature of Living the Dream reveal itself a little too much. My Miis were having the same conversations with new words slotted in, repeating dream sequences, and falling into strict relationship dynamics that rarely surprised me anymore. I started to cool on it after being enamored with it in the weeks I was playing before release while reviewing the game. Was it a fun game I genuinely adored, or just a pretty good user-generated content machine?

It took seeing the game out in the wild for me to really appreciate the vision. If there was ever any doubt that Living the Dream would find its community, that was squashed within days of the game’s launch. Some fans quickly got to work building external tools that could help their fellow players. Tools like TomodachiShare gave fans a place to post their Miis, while Tomo Board served as a relationship tracker. Most useful of all was Living the Grid, a fan-made site that allows people to turn any image into pixel art that can be recreated in Living the Dream’s creation suite. Like Animal Crossing: New Horizons’ stalk market trackers, these early sites made it clear that fans actively wanted to make the game more enjoyable for one another.



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