Reviews from

in the past


Dreams... why do we have them? Where do they come from?

They're many things. They often inspire us to create, mold and manifest those same dreams into reality. They give us a vision of what is to possibly come, or perhaps to remind us of simpler times that made our little hearts grow. Above all else, they serve as our home away from home, to escape from the troubles we face in our lives as we sleep through the moon's company, or look towards the sky as we lay on that peaceful hill and put our head in the clouds with the sun. To relieve us from all that stress and bad energy, and bring back that positive outlook that is so important to us as we live on this plane of existence. In a way, it is the most significant element for all of us. Without the ability to dream, what would we do aside from just exist? Where else could we go to get away?

...at the very least, that's my interpretation of them.

No one knows how they work, and we probably never will figure them out or who is out there trying to motivate and cheer us up. Is it a mystical property our bodies have? Is someone above looking out for us? Are they just... as they are? For all we know, we could each have our own personal rogue nightmaren that looks over us and tries to keep those night terrors at bay, and allow us to remain hopeful and optimistic. When we pass, do we meet them? The concept of dreaming in itself is a dream as my imagination runs rampant like the sheep that I count within my mind. It's more intriguing as I ponder on it, because I always find myself diving into that same realm to find my vision on creative personal projects, or to bring me strength to work toward a brighter future for myself and those around me. What about you?

Dreams of finally meeting that special someone online who lives many miles away? Don't worry, you'll see each other soon. Dreaming of finally making your own game and putting it on Steam? You got this. A dream of becoming a YouTube content creator? You can do it.

We can.

That is what matters. I'll always believe in you. Never doubt yourself.

Why the sudden burst of helpful optimism? Well, that brings us to you NiGHTS, the instigator of my sunny disposition. You offer me this flight through your world of colors and frolicking moody nightopians that grow with age as I play your game, challenging me to climb ranks and smash Sonic's records. I continue to be amazed at your poise and grace with your cat-like gaze. You're but an arcade game at your core, and yet you touch my heart with your musical score and the neverending warmth of your silent tale. It feels as though I had my emotions bottled up to keep myself professional like an adult as I went on my adventure with you, and yet... I left the experience feeling like a kid again, singing your tune to bring myself joy. With you, I touched the stars and felt the wind beneath my newly discovered wings.

If I may ask you, the reader...

Is it strange to be this full of cheer with tears in my eyes?

One really cool trend we saw back in the last decade is formerly underground franchises breaking into the mainstream. Persona, Yakuza, Monster Hunter, Fire Emblem, and Xenoblade all had dedicated followings before but are now bringing in more fans than ever. Among these is Balan Wonderworld which blew people away with its frenetic action, deep characters, and philosophical storytelling. Its success led to many people checking out the game’s predecessor, Nights: Into Dreams. And let’s just say that the early installment weirdness is strong with this one.
The biggest issue with Nights could be summed up in four words: Creative ideas, Weird execution. Nowhere is this more evident with the game’s main protagonist Nights. Nights is a character we are supposed to straight up despise. You’re supposed to see them as a mass murdering psychopath. They’re supposed to be the embodiment of the player who kills all the clearly sapient enemies to power up and show what that person who actually be like. In other words, they were the original Chara. Heck, they even got the same pronouns. The game really wants you to hate them and constantly has the other characters as well as the very narration itself call them out.
(Clip of Elliot saying “Full of bloodlust, as always.)
But the problem is that nearly every one of Nights’s murders are completely justified. The game seems to forget the fact that Nights is a soldier fighting a war where the other side wants to destroy seals to release an eldritch abomination upon the world. Also, the enemy soldiers are almost always portrayed as nothing more than simple video game enemies for you to kill. As mangled as the phrase has become, Nights is just doing their job.
The one silver lining to all this is that Yuji Naka learned from his missteps. Balan Wonderworld did a far better job at linking story and gameplay together while Shot2048 gave us a far superior villain protagonist. I’m DestroyerOfMid and I’ll see you in the comments… again.

im a grown ass motherfucker why did i cry at the credits when the R&B song started playing?

Nights into Dreams is a game that is hard to categorize, and a game that I'm sure was a nightmare to market (hence it completely bombing everywhere).

Despite it not really controlling like one, the game functions very similarly to a current 3D Sonic game: you want to get the most points possible and score the best rank, by doing combos or chain actions and what have you.

The difference is though that you're not actually supposed to finish stages in the quickest possible way; the timer the game gives you is actually the time you have to go around the stage over and over and score the most points you can before getting out and moving on to the next segment of the level. This creates a great risk vs reward situation at times where you have to make a very quick decision on whether you want to make just another trip before leaving or if you don't think those 20 seconds or less are enough.

When you realize this, you start understanding the entire flow of the game, the level design starts looking better and better, and the frantic pace of the game and initial sensory overload on the visuals becomes second nature; in general, everything starts to click. This will only happen if you do want to replay this game multiple times, which is another hard sell about this game: if you want to just get it over with once, it will be done in less than 2 hours and you won't really get much out of the experience.

Having said that though, I really wouldn't have minded one more stage per character, because as it is the game only has 7 of them, one of which is repeated twice. They're all great and very well designed mind you, but they go from training wheels to "possible game over" really quickly.

If you're into arcadey games that are meant to be replayed over and over, you can't go wrong with Nights into Dreams. It might take a bit to get used to its unique systems and controls (even the whole aesthetics of it are probably an acquired taste), but if given the time, there's a great game worth discovering and rediscovering here.

a perfect game can run on vibes alone


Dear gay people,
I am building a pc and certain components (RGB lighting) seem to use the same colors as your flag, however I am not homosexual. Please have your flag changed by Monday as it is the day my parts arrive.
My condolences you 🏳️‍🌈 people.

A visually groundbreaking, thoroughly joyous, and infinitely dazzling game that desires to make the player feel elated and to give them a positive dreamlike ride, which it beautifully orchestrates through crafting a unique and memorable experience that is sure to never leave your mind, the incredible amount of love, passion and creativity this game sports makes it a definite must-play.

A delight: one wonders where the Sonic fandom freaks would have gone had Nights taken over as SEGA's mascot. What weird degeneracy would turn up in the odd corners of the internet, what strange fandoms could a dream-traversing androgynous spirit create? God only knows, such a world will unfortunately forever elude us, much like the Sean Connery as Gandalf cut of the Lord of The Rings. I am not great at this game, I struggled to get the C ranks necessary to unlock the final level, but I really enjoyed it. There is a sense of speed and motion that the game really nails; it feels great to move around making loops and grabbing coins. A vision of where Sonic could have gone.

"I believe our role as game creators is to give dreams to children all over the world." - Yuji Naka

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NiGHTS: Into Dreams is a marvel of a game. Originally developed with the intent of being a 2D game with pixel art graphics with a strong emphasis on Artificial Life sim (A-Life) gameplay, development shifted drastically towards the game we know today. The game was, for all intents and purposes, an experiment: can Sonic Team make a 3D game on the Sega Saturn? What are the limitations, if they could? How can they show the player 3D depth on a 2D screen? Can they create polygonal characters that look as appealing as 2D pixel characters?

The answer was a resounding yes. NiGHTS became a unique title that showcased the potential of the Sega Saturn, demolishing the sales and becoming the top selling game on the system. Sonic Team managed to create a new IP, play around with new ideas, and recharge their creative batteries from creating three or four Sonic game for the past four to five years.

But the reality of NiGHTS's release was that the game was not enough of a draw for the Saturn. The American consumer base desired more of the blue blur, and during consumer questioning with the Japanese side, kids infamously could only mutter "Sonic who?" when asked who Sonic was. Sonic was Sega's face, and Sega's face went missing.

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Between the cracks of the conscious and unconscious, there is a rift that trickles down to Nightopia. Windmills stand atop of pillars that hover aimlessly in the air, decorating the milky blue and purple skies like ornaments of a Christmas tree. Hills and valleys roll in a green mellow stream, spreading across every corner within the canvas of this dream. Sleep is a one way ticket to the carnival of dreams, performing all of humanity's unconscious thoughts and ideals in one place. NiGHTS is your guide, a being that's a culmination of every culture and gender, staving off the nightmares that infest the dreams of the collective unconscious, displaying as a hero amongst the self. Waking is your ticket back to reality, where you're left with your memories of that dream world, giving you the strength to reach out for your dreams in reality.

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Much like Sonic, NiGHTS is the king of fostering replayability. NiGHTS is essentially a prototype for the ranking system that would later be found in the Sonic Adventure series. Rank is based not how fast you proceed through a level, but more determined with the amount of points you received and orbs you collect throughout the allotted route. Each world is broken up by 4 routes, followed by a climatic boss fight to cap off your overall ranking. Mastering the game requires mastering a level's layout, learning the best way to acquire points and orbs, and optimizing your run to perfection. Your verbs are to loop, charge and fly to reach your goal, the motions in doing so feeling eloquent and refined like a figure skater's flow. This flow translates to gameplay and vice versa from one another.

The gameplay loop is addicting on an immediate level, and for me, has been more gratifying than playing and perfecting either SA1 or 2. The reason is simple: in Sonic, the qualifications to gain the best rank aren't actually clear with what the game is asking of you. Here in NiGHTS, it's 100% clear to me how I reach a better rank. The more points I wrack up, the better my rank.

For all of NiGHTS, there's a sense of clarity to the game design with how simplistic and creative it is. I'm not sure Sonic Team has ever quite reached such a level of clarity with their other projects.

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The world was passing me by so quickly. My surroundings were hard to really notice at a first glance, so I began to grow dissatisfied being unable to soak anything in. So, I did what I used to do when I was younger. I let myself get lost in the world.

The ground swerved and bent like an ocean's wave. These waves would envelop me from above and below me, closing me within this world like an open cavern. Walking felt weird, like at any given moment I'd start feeling heavy resistance from the sheer steepness of the terrain, but never did that heavy foot come. I wandered around, finding tiny creatures that would playfully smile, or laugh, or spin with glee.

The world felt still, in a way. Like this was the only moment that mattered. Thinking back on this, I felt like I once did when I was a kid. The world in front of me felt strange, new and a little scary. I didn't know what to expect from the game, and that within itself was such a refreshing experience.

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Despite the fact that NiGHTS started as an attempt to create an A-Life game, aspects are still found within the free range mode within NiGHTS. Before every level starts, you have the option to head directly towards NiGHTS, or to explore the entire level in full. Inhabiting these dreamscapes are tiny little creatures known as Pians, whom are born from eggs that you can find and hatch. These tiny little fairy men come in many shapes and sizes, and even come equipped with a full on breeding system. This system isn't as in-depth as the Chao system found within Sonic Adventure 1 and 2, but this mechanic adds a strange and needed element to the gameplay loop: a moment to relax.

Taking a break from the fast paced gameplay and simply exploring the world here creates a sense of exploration and discovery. There's details to this world that you're merely flying past in the main portion of the game, and being able to explore the same level from a completely different perspective is strangely freeing. Of course, the game doesn't want you to just running around collecting orbs for free, so they add in a slight pressure from an egg strapped with an alarm clock that chases you, along with a lower rank for the amount of time you've spent, so the game ends up being balanced with this approach. These open ended sections truly breathe life into the world of Nightopia.

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Ethereal synths move and sway from ear to ear, samples of children saying hello and every day noises floating in-between them. The sound of a sax screeching in mimicry of an a monster screeching as a bombastic drum 'n' bass and a groovin' bass line kick into full gear. As credits roll, you're treated to the sweetest songs ever conceived.

"In the night.
Dream delight.
I want to see you standing there.
In the night.
Dream delight.
I found someone who really cared."

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The Sega Saturn was considered a commercial failure. Sonic X-Treme was canceled, and there was no recovery from the lack of momentum. The Dreamcast was Sega's last shot to regain their market share and their consumer base. But too many mistakes were made. Sega closed down their console divisions for good.

Their dream was no more.

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As an adult, you don't really have the opportunity to meander. We hold off on leaving the living because there's too much to be done. Responsibilities need to be taken care of, work obligations need to be met. Life can come at you fast, and you can never be sure if the move you're making is the right move. What do I want to do? Who do I want to be? When will I wake up from my fear of rejection, my fear of agency? The idea can often paralyze me. There's more I could be doing, more I could be aspiring towards.

NiGHTS: Into Dreams reminds me that there isn't a need to overcomplicated. Sometimes all you need is to focus on something simple. Take a deep breath and wander. Take a break but get back to it.

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The quote at the beginning was given in an interview with Yuji Naka and developers of NiGHTS: Into Dream. You might cringe at the cheese spewing out of every orifice of the lettering as you read the text, but the words hold weight for me. Despite everything Yuji Naka has done in his career, despite how notoriously difficult he was to work with said by those around him, despite the potential cynical business centric reasoning for this quote, NiGHTS: Into Dreams still encapsulates the feeling of magic into me. The game filled me with a wonder I don't think many games ever have. Just for a moment, I felt like I was a kid again, exploring a new, unknown game for the first time, wondering what this strange new world had in store for me. There was nothing but smiles of joy on my face.

This is me by the way, if you even care.

one of the most beautiful games I've ever played. just pure magic start to finish

YUJI NAKA BUDDY WE ARE GETTING YOU OUT OF THERE

You know those games that you picked up when you were younger, didn't really get, and ended up putting down? Nights Into Dreams was one of those for me. Starting the game up, you get jumped by these weird bastards, walk into a thing and just kinda... fly around, collecting orbs and having the option of taking longer to collect more of them after cashing 20 of them in. Having finally sat down and committing to beating the game in a single sitting...

I get it now.

Nights embodies so much of what I love about video games, with its emphasis on ranking you for going above and beyond in a stage, rather than just calling it a day upon collecting enough Ideya to progress to the next section of the level. It's in the same camp as Devil May Cry, Bayonetta, any number of arcade games or, well, Sonic. Paralooping around objects, flying through hoops, and boosting to keep your combo going. It's endlessly addicting in the same way so many other games with an emphasis on score attacking have been for me, where the short length of the game is massively helped by being endlessly replayable with its focus on bettering yourself as a player.

Combining it with incredibly strong art direction, no doubt thanks to Sonic designer Naoto Oshima at the helm, and some music that genuinely had me tapping my foot and grinning throughout almost the entire game, you've got an all-timer that I'm overjoyed to have given a second chance to. Here's hoping Sonic Superstars finally gives Arzest a good game that Oshima can be proud of, after years of being known as the 3DS 2D Platformer Shovelware and Balan Wonderworld guys.

if this is about dreams then why is there no gay sex hrm.... false advertising

This game kicks ass. It does a poor job of explaining how everything works, but playing around a little bit allowed me to decipher basically everything. At least what was needed to beat it. It prioritizes movement over anything else, and Nights feels very satisfying to move around. Each level is wonderfully designed and are presented in bite-sized pieces which makes for really quick satisfaction. The final level requires you to be able to beat each stage with a C rank, which I was worried about initially, but all that really implies is a solid grasp of the mechanics. I finished with B or C on my second attempt each time. The last level itself is a culmination of the best bits of the game, encouraging speed and precision, which made it super intense given the time limit. I really wish it were longer, because damn is it a blast. I can see why it's considered a classic. 5/6

this game doesn't explain its scoring system or mechanics well at ALL and level routes can be a visual mess but if you put in the patience to figure out its quirks it's a magical symphony of serene speed and delightful aesthetic

SONHOOOOOOOOOOOOOOOOOOOOOOOOO

There's all kinds of games that are a piece of the creator's childlike wonder, glee, beauty, et cetera. I'd find it difficult to name one that has the same kind of resonance this emanates from start to finish. Gentle, elegant, earnest and bringing you along the ride through a wonderfully crafted landscape of dreams. Sour, dance, play and gymnastics your way through the circus stage made for you. Fears and anxiety are formed only to melt away in the light.

I'll keep thinking about it as the music swells and shifts over the coming days. A lasting impression, of which Oshima himself noted that above all else, they wanted a character and an experience that someone would look at and think "the future looks bright." I'll dance atop that spire of hopeful joy they made.

It’s definitely a Sega game. It’s definitely a Sonic Team game. It was definitely released in the mid 90s.

What exactly is ‘NiGHTS into dreams…’? I can’t quite answer that myself even to this day.
Is it a video game? Well, yes. Is it a platformer? Yes, but no. Is it a collectathon? Yes, but no. Is it a simulator? Yes, but no. Is it an action game? Yes, but no.

Is it a worthwhile and in-depth experience that is infinitely replayable? Yes.

These are the things I think about when I think of NiGHTS. To some it’s just a niche little Sonic Team game, but if you look further, it’s more than that. NiGHTS is a great showcase of what Sega was during the mid to late 90s.
Some may know where I’m going with this. You might be annoyed that I’m the thousandth person to say ‘Sega was struggling during the mid to late 90s due to its failure in the console market,’ but you can’t deny that it’s a fact, and a crucial part in the history of gaming as a whole. With the release of the Saturn, Sega hoped to dominate the sales of Nintendo’s new N64 and newcomer Sony with their ‘Playstation.’ Of course, this didn’t pan out well and the Saturn sold mediocre in all territories outside of Japan. But of course as Sega, they still had their fair share of unique exclusive titles to their system. NiGHTS is one of these titles.
NiGHTS showcases Sega’s uniquety, and how Sonic Team can make a damn good game that isn’t related to the hedgehog we all know. Takashi Iizuka and his team poured their heart and souls into this game. They spent most of their time learning all about dreams in order to create the most immersive and relatable experience. They wanted the game to feel like a real dream, because the game is a dream.

NiGHTS as a character is relatable, but not relatable at the same time. NiGHTS can be however you see fit in your mind, and I think that’s why I feel that way about the character. You don’t always understand it because you are its creator. You don’t quite understand yourself, and in a dream, you aren’t very conscious of who you really are at all. Nightopia was, and still is intended to be a place you can lose yourself in. A place you can call home, but not quite your “home.”

Elliot and Claire may seem like simple children on the surface, but they are somewhat multilayered if you think about them deeply enough. In the game, they are our connection to the dream world. They are the ones that we see the dream world through in the course of our adventure. As explained by Yuji Naka himself, Elliot and Claire represent the ‘Anima’ and ‘Animus’ dream archetypes respectively. The Anima, as described by Carl Jung, is “the feminine aspect in men,” while the Animus is “the masculine aspect in women.” These traits are reflected in NiGHTS, as it is a “Shadow” or a reflected being of the self.
NiGHTS is who you are. You are NiGHTS.

Controlling yourself in the gameplay of NiGHTS into dreams is smooth and feels natural. Dodging obstacles and gracefully grabbing orbs feels satisfying and getting good at it feels rewarding with the receivement of that sweet ‘A’ rank. The 2.5D aspect of the game really helps it feel more immersive and well, like a dream world. Nightopia is not without its variety, with snowy mountains, an overgrown museum, and rocky mountain tops. The interesting setpieces and unique obstacles keep the gameplay fresh and exciting.
The bosses and enemies are referred to as “Nightmaren.” They live in the opposite, negative world to the dream world; a nightmare world if you will. They’re twisted reflections of negative emotions the dreamer has within them. Even you, as NiGHTS have one.
The beautifully composed soundtrack is the cherry on top of this excellent experience. Catchy tunes that are different each time based on the mood and emotions of the Nightopians. What are Nightopians? They are the living beings within Nightopia. They sing, dance, and can even breed. Their moods will change depending on your actions in the stage and change the mood of the music as well. These creatures run on the prototype system for the Sonic series’ “Chao;” The A-Life System. The A-Life System is an in-depth system used for the development and raising of Nightopians. I still don’t even know how it works, but it’s such a Sonic Team thing. Leave it to Naka and his development team to create something so complex yet so inconsequential in the grand scheme of things.

“To be this good takes Ages.” Damn right it does. NiGHTS is the perfect example of what Sega could do with their ideas back then and create an enjoyable yet immersive game out of them.

I’m not sure what else to say, so all I have left to say is: Play this game. Even if the idea of this ‘dream world’ doesn’t appeal to you, at least give it a small try. It goes on sale frequently on Steam and even so, it’s only ten bucks. This game is a personal favorite of mine if you couldn’t already tell so I give it one of the highest recommendations I can possibly give.

“NiGHTS came from your dreams too. Being so, NiGHTS will keep living for a long time.” - Yuji Naka.

Sonic Team's biggest weakness as a developer, by far, is the way they obfuscate the fun latent in their own experiences. We're too deep into the 'kinda amusing but far too bloated and unpolished for their own good' era of 3D Sonic to say that NiGHTS is their worst example of this, but it comes to mind when I think about what the most SONIC TEAM sonic team game is.

NiGHTS is often talked about more like it's an experiential title. It's themes, narrative, and music can make it feel like that, but it's actually a pretty tightly woven arcade game too. I'd argue that's where most of the substance lies and that the trippy visuals are a sort of window dressing.

According to interviews, the game came about after an extensive, experimental developmental period where the developers were emboldened to experiment with 3D technology. After 3-5 Sonic games in a row, depending on who you ask, everyone wanted to make something new. An extensive plan for a large scale platformer based on dreams was developed, but after extensive prototyping, the flying mechanic that they had intended for the end of the game as a big, climactic moment proved to be the only one that was any good. Whoops.

I think this shows a bit in the final version. Awkwardly shoehorned in platforming and an extremely frontloaded story that might disincentivize further replays by mistake are the big offenders here, but these flaws are turned into double edged swords by excellent decision making on the part of the leadership. The awkward 3D controls are relegated strictly to a punishment for poor control of NiGHTS and the story, while brief and light, has enough thematic heft to stick with you. Maybe it'll stick so well that you'll try the game again even after a rough first playthrough.

The flying is pure, freeform fun once you get the hang of it, but it's like nothing else released before it or since, so it's a very confusing concept to try to come to grips with in a short amount of time.

This is going to sound like I'm bullshitting you, but I really do think NiGHTS's un-evenness doubles as a strength. It feels truly like a fragmented stream of consciousness that succeeds at feeling as surreal mechanically as it is aesthetically. There are a lot of games about dreams, but they're usually a visual element supplementing bog standard gameplay. Despite NiGHTS's display of what makes a satisfying arcade game, it can't be nailed down to many existing genres or gameplay loops, especially now. It FEELS like the type of out of body experience you'd have in a dream, and the way it shies away from explaining it's core concepts and lore work to instill this feeling too.

It also helps that there's a pretty kickass arcade game under the hood if you're willing to take that rank system seriously. Let me give you a tip: Instead of turning those orbs on your first go around through the level, pass the goal and go back around again. See how many orbs and chains you can squeeze out of a single loop. All of a sudden, the game design clicks into place and you're playing an exhilarating action game with a tight arcade loop in line with the best Sonic entries.



NiGHTS is definitely an acquired taste, but lean into it's absurdity and you'll be entranced. It's a genuinely great game with an uplifting meta-narrative, top notch visuals, and the best soundtrack out of Sonic Team's legendary discography.

Some dreams feel like they're over in a few minutes, and others can feel like a lifetime. I encourage you to take advantage of the fact that this one only ends when you let it.

An absolutely magical game. I love every single ounce of the presentation, and the gameplay is super snappy and fun. More games should ooze joy like this one does at every turn

I'll admit that Nights isn't my favorite game out there that I've played. That being said, its design philosophy screams "Sonic Team". There's something wonderfully dreamlike about the way all the areas and characters are designed. The sound design is excellent, making your actions feel satisfying to chain together in an arcadey manner. Tailor-made for an analog stick, the controls and animations coalesce in a way that actually feels like you're elegantly flying through these stages without a care in the world.

Gameplay's deceptively simple. You fly along a 2D track that runs through a 3D space ("2.5D", if you will). Your goal is to collect 20 orbs, smash open the nightmare capsule, and make it back to the gazebo starting point before the 120 second time limit is up for that lap. The track you travel along changes every lap. You'll fly through rings, fly in a loop to gather objects within said loop, encounter a handful of stage-specific gimmicks, the works. Where the magic of NiGHTS comes into play is learning the layout of a stage, chaining all of your actions together, and doing it efficiently enough to obtain a high score.

One thing I can knock against NiGHTS is that it teaches you jack shit, and expects you to learn a lot from trial and error. The biggest offender in particular is the bosses, which you face off against after the fourth lap of every stage. It can be decently frustrating to run out of time during a boss after finally making it through the stage. The other thing I dislike is how zoomed in the camera is. The game looks pretty great for a 3D Saturn game, but I often found myself zooming past rings or right into obstacles as they suddenly came onscreen.

The game requires you to get at least a "C" rank on a character's respective stages in order to see their ending, and I didn't mind that at all. In fact, I respect it. Trial and error aside, the bar isn't set too high, and the scoring system is sound and satsifying. If I could give any advice, break open the nightmare capsule as soon as possible, but don't return to the gazebo and officially "complete" the lap. Pass above it, and keep going around the same lap as many times as you can in order to get more points. Just don't let the timer hit zero, your run's basically fucked when that happens. The other tip I have is to not worry if you haven't quite met your score requirement by the time you reach the boss; if you know how to beat them fast, your score will be multiplied depending on how much time you have left over, doubling it at max bonus. That A rank may still be within reach!

All in all, NiGHTS is a really great and unique title, and a proud showcase of Sonic Team's passion and creativity. I wrote this review at 4 AM, so I don't really have a big witty quip to end this review on. I'm gonna go to bed and meet the Nightopians now.

sonic team should've stuck to their strengths and sold their games as arcade experiences through and through. nights is a masterpiece on all fronts; an experimental title at an experimental time in sega's life that fits somewhere between the worlds of sonics cd and adventure as far as presentation and game theory.

as said elsewhere its jungian roots and elaborate visuals are ultimately window dressing, but you bet your ass they sell me; i find myself regularly transfixed by the endless dreamscapes of nights' world and the perfect, and i mean PERFECT soundtrack composed by the minds behind several of my favorite sega scores - namely sonic cd and adventure. that's hardly to speak poorly of the gameplay though. i think 'getting' nights is a steep process but that session the game finally clicks for you, and you truly get to experience the feeling of flight and acrobatics in synchronicity with the analog stack, it's a high few other games can offer you. truly one of the most magical experiences i've ever had with a game. and no questions asked, christmas nights is a perfect bow on the present, uber-charming and sweet as it comes.

it's funny - this isn't one i spent time on as a kid, but it was a later discovery for me, and now i think i could probably call this my favorite thing sega's ever put out. that's about as high praise as i can offer.

+distinctive art style, it somehow is welcoming and cheerful while incorporating many sinister and unsettling elements, with a heavy emphasis on abstract, dreamlike visuals during gameplay
+flow-based gameplay that is intuitive to control and extremely dynamic. the systems reward flashy play and smooth transistions between interactables, and the camera always directs you to your next target without the need to explore or pause
+the music is amazing, up their with sega's other cd quality ost successes of the same era such as daytona usa and panzer dragoon
+good variety in setpieces, with each level feeling distinctive both from its particular obstacles as well as it design and layout
+the weird amount of effort put into stuff like the A-life system (a pre-chao garden system that maintains a continously growing and breeding population of creatures in the background of each level) and the secrets that appear when the game is powered on at certain times is extremely charming in its opaqueness
+I quite like how each level is segmented into two minute chunks, each of which is carefully designed to have an optimal route for scoring. it helps compartmentalize the game into sections to learn with individual rankings for each, while also balancing out your performance between the segments in case you happen to underperform in a given one
+the awkward 3d platforming segments when time runs out on the nights transformation has been panned but personally I appreciate it it. it faciliates an arcade-like timer system without halting progress completely via death/failure if your timer runs out
+such a satisfying score attack game, where every level feels like a rollercoaster to ride through, and every run seems like it can be improved with practice

-this game is allergic to explaining anything to you. once you understand what's going on (pick up blue orbs, dump them in the weird organic cage, do laps through the area for points, and then return to the main pavilion to start the next segment) it's natural, but a quick tutorial stage explaining each mechanic would have been greatly appreciated
-the bosses also could have used some more explaining up front, especially since there are no health bars or solid indicators letting you know you're even attacking properly. this is exacerbated by the fact that the methods for dealing with each boss are usually entirely different from one another, and some require use of special moves like the paraloop rather than just drilling into them
-definitely light on content, with a mere seven levels that take no more than 10 minutes each to beat. it's not as bare as some of the other saturn titles, but it could've at least used separate versions of twin seeds (the final level) for each character...

I first played this on real hardware at magfest and was sorely confused; I'm glad I returned to it and took some time to learn the mechanics. it's certainly an unorthodox design but at the same time thrilling. it feels like I'll be returning to this to play a level here or there often, much like with the rest of sega's excellent arcade-style games

It's December, and that means I'm in the mood for games with a Christmas kind of vibe. NiGHTS into Dreams has always struck me at a very seasonal sort of game, and that's probably because I played Christmas NiGHTS first, but I can't deny that these games are perfect to play while enjoying a cup of nog and a plate of Christmas cookies.

I suspect if I played this game under any other circumstance, I would be much less forgiving. NiGHTS is one of the Sega Saturn's flagship titles. It's also kind of a mess. I suppose on some level that makes it the perfect Saturn game, as interesting and flawed as the system it's for.

My biggest issue with NiGHTS is the camera, which hugs far too close to NiGHTS and makes it difficult to get a good read on what's coming towards you. In each level, NiGHTS must collect orbs to deposit into pods, but sometimes these pods can be located above or below you, or just out of view near boosters that send you careening into auto-scrolling sequences or through hazards that are harder to navigate backwards than forwards. This can cause you to miss them on a loop, or worse make you frantically hunt them down as the timer ticks to zero. Thankfully, if you're playing the game using a Pseudo Saturn Kai, then you can input an Action Replay code that pulls the camera out, making the game a lot more tolerable to play. You will, however, notice quite a bit of pop in as a result, which makes me wonder if the tight camera was a way to hide performance issues rather than a poor design choice.

My other gripe is with the controls, something else that could be potentially alleviated if you have the right tools, but unfortunately I don't have an analog pad for the Saturn. NiGHTS controls like a brick with the D-pad, it's genuinely unpleasant trying to get him to spin around, and he just lacks the finesse on the standard Saturn controller to line up flawless "links" through rings. Poor control can also make boss fights unnecessarily tricky, and if you get hit with a game over you're taken all the way back to the Sega logo, which is a bit harsh. Still, the game feels pretty good when everything clicks together, it just takes some work to acclimate to how NiGHTS controls and some cheating to make the levels navigable.

These are pretty major impediments to enjoying NiGHTS into Dreams, but even if you lack the means to skirt around them or are a NiGHTS purist and suffer through its problems, Naoto Ohshima's incredibly unique vision results in a charming aesthetic that will help carry you through the experience. In fact, there's a lot of NiGHTS that echoes into Balan Wonderworld. Both are interesting games that suffer from some poor design choices and baffling creative decisions, yet still have this undeniable vibe to them that's largely the result of Ohshima's artistic sensibilities. I suppose it goes without saying then that Ohshima is making my nice list this year, whereas Yuji Naka is in fucking jail where he belongs. And to all a good NiGHTS!

A wonderfully unique game, NiGHTS Into Dreams is not only an impressive game from 1996 but also a game that remains one of a kind to this day.

Accompanying its distinctive gameplay mechanics, the game has a fantastic soundtrack and great visual design that truly captures its dreamworld premise.

The game has a simple control scheme that allows itself to ease the player into its aerial movement and level design. Despite the simple controls, the goal can be somewhat unclear at first, but it becomes more prominent quickly, especially after subsequent playthroughs.

Going from a simple clear to attaining higher ranks becomes the mantra over the course of the game. Each level also only takes a few minutes to finish, encouraging replays constantly.

The game separates level sets through a selection of two characters, Claris and Elliot. The former being the easier set and the latter being the harder one. You can start with any of the sets but it's generally encouraged to ease yourself with Claris first.

The levels are also well varied, not only in their environments and visuals but also in the layout and flow. You'll be traversing through sections each with its own unique design, ranging from different layers to another dimension of movement.

At the end of each level, there are boss fights as well with their own distinct gimmicks on how to defeat them. Facing them the first time makes them feel almost like a puzzle, and it feels very rewarding in figuring them out. Even better as you realize there are methods to defeat them all quickly, further boosting the potential for higher scores.

While there aren't a lot of levels, the amount of care and thought put into each does make up for it. Though it would have been nice if the final level was different for Claris and Elliot, or even just a slight variation from each other.

The story is also simple and charming, which works well for the dreamworld premise and showcases an easy to understand lighthearted plot requiring no dialogue to weave into the game's premise.

Overall NiGHTS Into Dreams is an enjoyable game that is remarkable both within and out of its genre. It's worth playing through even for just experiencing its unique premise all the way through. And to those who are willing to master its mechanics, it's a delight to come back to and improve on through subsequent playthroughs.

I had no idea what this game was before I started, and after finishing, I still don’t know. It’s not just me either, it seems like this is a pretty common reaction from people, it’s so unique in every facet of its design that it almost defies categorization. To put it in its simplest terms, imagine a sidescroller where the stage would fit perfectly on the face of a cylinder, you can go up and down to the edges of the screen, but the stage loops on itself as you freely fly from side to side. The goal is to collect 20 blue orbs while accumulating points from picking up items and doing aerial acrobatics. You have to reach a certain point threshold to unlock new levels, but past that, my comprehension fails me. There’s an odd system to breed dream creatures and affect their moods to create new ones, which then affect the music and landscape of the stage you hatched them in, but it’s entirely optional and I didn’t even notice until doing research afterwards, along with many other little hidden mechanics. The deeper you go the weirder it gets, and the bright circus aesthetic can be almost sinister when laid on top of systems and symbolism outside the realm of comprehension. While surrealism is usually pretty concurrent with horror, the game seems to capture a surreal form of joy instead, fitting for a game that focuses on dreams, but I mostly found it off-putting. The gameplay itself is decent enough, the flight has a nice momentum to it and looping around to pick up gems can be satisfying, but this is the first time where I have to dock a game points for feeling uncomfortable. It all works fine, it’s imaginative, but… it just doesn’t feel right. I guess that means I have to give it the points back for effectively using surrealist imagery to speak to the subconscious, and that’s not something I thought I would ever have to say about a Sonic Team game made for kids. Even though it defies traditional description, it can at least be remembered as Sonic Team’s most imaginative attack on my psyche yet.


NiGHTS exists in real life (if you count my dreams that is!)

I would give it 5 stars but I hate the rat fight

Thanks Yuji Naka for this incredible game but also fuck you for not sharing your engine.
You're in jail now. Who's laughing now, ay?

Some games just weren't meant to be played on keyboard, and it shows. I couldn't go back to this without a controller now.