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< 66. The Game
68. Catch-1782 >

67. Dreamtime

Rating Votes
10
3%
2
9
0%
0
8
11%
8
7
18%
13
6
25%
18
5
23%
17
4
19%
14
3
0%
0
2
0%
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1
1%
1
Average Rating
5.8
Votes
73
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From the Reviewer:
User Rating:
6
Plot Rating:
6
Acting Rating:
5
Replay Rating:
6
Effects Rating:
6
Has Prerequisite(s):
Unsure
Reviewed By: Drew VogelReview Date: 8/6/17 4:56 pm
2 out of 2 found this review helpful.

This story really doesn't make a lot of sense to me. I confess that I don't really get it at all. That's not always a fatal flaw for me, but in this case, I also don't find the story to be enjoyable to listen to. It's not as thoroughly unpleasant as something like "Nekromanteia", which is joyless and nasty, but it's very frustrating.

Look at Commander Korshal. He's clearly supposed to be the overly literal, unimaginative character who is simply too closed-minded to appreciate what's going on. And yet, I found myself identifying most strongly with him. Every time he complained about mystical explanations, I found myself nodding along in agreement.

As far as I can tell, and I could have this all wrong, the story has something to do with Uluru launching itself into space as the Earth was being evacuated. The Doctor, Ace, and Hex arrive on the "colony" sometime later, as it apparently floats about in deep space. Then falls into the "dreamtime", which apparently allows him to travel through time and space back to Earth prior to Uluru's departure. I don't understand how that could have happened. But then, I just don't understand any of it.

There seems to be no villain, and the situation the Doctor found upon his arrival was created by him when he traveled back in time. Korshal functions as a villain, because his inability to understand what's hapening leads him to make an error in judgment which will threaten everything, but the danger is averted... and... whatever. I just can't bring myself to invest anything into this story because not one part of it makes any sense to me.

As much as I do like the Galyari, this is the first time we've seen them away from the Clutch. Divorcing them from that context tends to rob them of their distinctiveness. For most of the story, they function largely as general "Doctor Who" aliens. Other than a few references to commerce and the Sandman, they could just as easily be Ice Warriors. Except (and this is a big except) the denouement involves Korshal being deterred by the image of a kookaburra. You could say that this is a bit contrived, but I think it's a nice touch, connecting Galyari mythology to Australian aboriginal mythology to avert disaster.

Still, it's not enough to hang a story on when everything else that happens seems arbitrary and inexplicable.
From the Reviewer:
User Rating:
6
Plot Rating:
NR
Acting Rating:
NR
Replay Rating:
NR
Effects Rating:
NR
Has Prerequisite(s):
Unsure
Reviewed By: adamelijahReview Date: 1/26/17 12:43 am
0 out of 0 found this review helpful.

A story of dreamtime and ghosts on a mysterious colony in space. The guest characters are interesting, the concepts are intriguing, and it does a good job hooking listeners in with the first episode with a woman running screaming across the planet surface and the Doctor being turned to stone.

The story is by no means great, and this is a weird story to make for Hex's maiden voyage in the TARDIS. Even after listening, I'm not sure entirely get what's going on. Still, it's not as bad as some people say. There are no characters who are inc annoying and the story doesn't get dense or stupid. It held my attention and it wasn't unpleasant to listen to. In the end it's okay, but nothing more.
From the Reviewer:
User Rating:
1
Plot Rating:
1
Acting Rating:
1
Replay Rating:
1
Effects Rating:
1
Has Prerequisite(s):
No
Reviewed By: YorickReview Date: 11/8/16 9:19 pm
0 out of 5 found this review helpful.

Utter mystical nonsensical cobblers.
From the Reviewer:
User Rating:
4
Plot Rating:
3
Acting Rating:
5
Replay Rating:
4
Effects Rating:
1
Has Prerequisite(s):
No
Reviewed By: newt5996Review Date: 7/1/15 10:14 pm
1 out of 2 found this review helpful.

Dreamtime is the spiritual sequel to The Sandman also written by Simon A Forward and while it had its problems it was still a fairly solid audio, if a bit boring. Dreamtime on the other hand has a really good premise with the Dreamtime being a great idea that isn't explained at all. Also the setting of the story is really mysterious with some of it taking place on a rock in space and the rest in Australia or a place that looks like Australia. Also the writing almost feels like the story was written for just Ace in some places and just being pawned off to Hex while the Doctor is incapacitated in living stone. It even feels like it was written like it was for Six and Mel or Peri and not Seven, Ace and Hex in some places early on.

It is also supposed to be Hex's first trip in the TARDIS which isn't explored at all and feels more like his third or fourth trip except for some of the scenes with Hex near the end of the play. The Galyari are also in this play but really have no purpose except maybe to make a dynamic between the human beliefs and Galyari beliefs with a lot of shameless referencing to The Sandman. It seems pointless to make these references as there are no consequences for the Doctor because of what he did in The Sandman. Also the sound design isn't the best because there are places where the actors sound off and the music is just forgettable. The resolution to the plot is also a bit confusing with everyone living somehow.

There are a few things to enjoy however as most of the acting is solid throughout with a few line oddities here and there. The final scenes with the Doctor, Ace and Hex are also rather nice yet pointless somehow.

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