Reviews from

in the past


"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.

I wish Nights appeared in my dreams. instead I just dream about using computers. sucks

It's called nights into dreams because I went to sleep immediately after starting it

As Dreams Dreams was about to kick in for the game's credits I was about to gleefully smile, before hearing childrent sing. Good to know the legends of "cuz I didn't get A ranks so I heard children sang" are the truth.

For whatever reason I hadn't gotten around to beating it back in Middle School, so now I have, and man did I not even try to improve then. I must admit, when thinking of NiGHTS, the thing that'd never come to my mind is Las Vesgas, Casinos, and Slotlights.. And I say all this because it is apart of her character and the game's gameplay. Whereas Sonic advocates for speed and getting it done quick, NiGHTS is about getting the essential 20 blue orbs first into a basket, then racking up as much coin and points as you can before cashing out right before the time runs out. I won't even lie, I get on the edge when that timers running out more than I ever did for Sonic drowning due to some bullshit in the Genesis games.

Story wise it is actually very sweet. I don't know why people have not brought it up, but NiGHTS is like Cat in the Hat. She comes in and sees these two poor kids that lack confidence in themselves and gives them the boost they need to be the best they can be. And by the time she's gone, they have changed their outlook remarkably. They have became better. And the both of their final levels reflect this too. Won't spoil what happens though.

Technically wise, a gem on the Saturn that proves it's a beast capable of much more than great 2d visuals. And compared to SA1&2, is better on it's original console as the PC port of the stinky 08 remaster, may have some mods here and there, but there's just not enough to overhaul the port to be the best way to experience the game, like SA1&2 have in their case.

And as the Saturn 3D Controller's Creator, definitely puts it to fair damn use. Even if the analogue of the triggers not so much. Do recommend putting the mid of your thumb to hold rather than the traditional tip.

Nights into Dreams really is a wonderful game. Not even remotely underrated (that'd go to Burning Rangers), and deserves the following and attention for sure. Is it my favorite Sega game ever of all time? Not necessarily but it is indeed a (not hidden) gem that I enjoy, and makes a great showcase of Sega's game design philosophy for sure. It was wonderful to have finally beaten a classic I had known for some time now. My favorite level was Soft Museum.


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?

Stop putting this on hidden gems lists.

Controls took a while for me to get used to but it's really interesting when you get the idea. Definitely a replayable game for sure.

Qui aurait cru qu'un jeu aussi bizarre me fasse découvrir un fantasme pour les meufs qui ont pas de nez

In a dream i could see, you are not far away.
love nights so much. It has so much charm, aside from the addictive and fun gameplay, the story is amazing. Considering at the time the game came out mental problems like anxiety and social fears wasn't talked that much, this game portrays it perfectly without words, I love nights, I love the music,I love the design, I love everything about it. Thank you sega, I miss your old games and charm. Thank you nights for making me feel a special feeling every time I open the game or hear the music. Highly recommended, short and sweet.
In the nights.. dream delight...

Always wanted to play this as a kid, but didn't have access to a Saturn. I didn't know what to expect when I fired it up on the MiSTer. Turns out it's a fast paced game similar to the sonic games or pizza tower. If you like any of those games, this one is worth checking out.

great game, it's old but banging music and feels fine
I don't constantly replay it

It’s a very basic game I feel like that’s aimed towards speed running and memorizing levels to get the best score in time… half the time playing I feel like I don’t even know what’s going on haha.

It’s fun to pass the time, but if you want a game with a good story I’d go and play something else. If you are into taking some type of drug and playing video games that are trippy as hell, then I’d definitely pick this one up for sure.

P.S I think nights would have been a great smash character.

Great first attempt at an ingenious formula. Feels like a logical progression of the classic Sonic gameplay loop. I wish they expanded more on the concept.

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.

The vibe of the the first Nights game is one of the closest things to magic that I'm capable of feeling as an adult. Thanks to its combination of nostalgically polygonal graphics, an easy to get into gameplay loop, a vibrant art style, and an absolutely sublime soundtrack, I feel one with Nights, in the same way that its main protagonists do. Though it may not necessarily be a Christmas-themed game, it elicits that same sense of wonder I had as a kid. Watching those old Christmas DVD's, finding myself escaping to a world where everything feels exactly right, exactly as it should. Free of worries, and full of joy. Life is but a dream, and the night is synomous with beauty, not the risk of getting mugged in an alley.

Admittingly, I just said that the gameplay is easy to get into, but during my first couple attempts, I didn't actually get what Nights wanted out of me. You do combo chains by collecting as many things as possible, okay, I'm with you so far. You can draw circular trails to attract nearby objects, that's pretty cool too. You break open the capsule with enough collectibles gathered, and then you head over to the goal, to proceed with the next segment of the level. But the one thing I couldn't grasp is why did I keep getting D ranks and F ranks for my efforts. In hindsight though, my effort was bare minimum.

Nights is a score-based game, and though it leaves the option of heading straight for the endgoal open to you, unlocking the game's finale requires a series of high scores. To get them, what you really want to do is go AROUND the endgoal instead, and do another loop of the stage, which causes all of the collectibles to respawn. And then you do another loop, and another. And all the while, your time limit continues ticking down, meaning that while each loop is a chance to score additional points and improve your rank, the time you have to do so grows tighter, and at some point, you'll have to choose whether you want to risk another loop, or call it there and move on to the next segment. Playing Nights this way turns it into a game all about risk, seeing how much you can chew off, and how much faith are you able to place on your skill and efficiency. I don't normally say stuff like this, but I think it's valid enough to say that if if you're not playing Nights in this way, you are gonna get very little out of the experience. Otherwise, what's at play is an incredibly unique gameplay system that elegantly combines a simple control scheme with a satisfying depth in how you utilize it, and what sorts of choices you make with it.

I think the only real problem with Nights into Dreams is kind of the one we echo for more recent Nintendo Switch games: The fact that it was made for the Sega Saturn, instead of a more powerful console. Though arguments can be made on just how underpowered the Saturn was, fact is that most developers didn't know how to utilize it to its fullest potential. Nights itself suffers from its console's limitations, resulting in a depressingly low draw distance, and a poor field of view that gives the classic Sonic games a run for their money. Especially as you start picking up speed, it's really not easy to plan ahead for anything before you ram into it head-on. The modern ports provide a better draw distance, and I consider them the better way to play. But the field of view still remains an unfixed problem. At some point, it'd be nice to have a version of the first Nights game where things get zoomed out a bunch, but considering the nicheness of this franchise, it may take another 10 years before we get anything that nice...

Ah, well. Even with this flaw at hand, Nights is very short and really not that hard to play. Anyone who carries the same fascination I have with these sorts of old 3D games owes it to themselves to try it out. Unconventional games like this don't get greenlit often these days, they'd be deemed too much of a risk to even make it out of the pre-production phase. The very idea that Sega even allowed Sonic Team to go through with this instead of putting them on a major Sonic title is in itself an insane decision. Were mistakes made? Oh, no doubt there were several. But I respect the freedom of Nights into Dreams's existence way too much to call it one of them.

This review contains spoilers

Played on the 360, but I was in Sega Saturn mode, so I'm logging it under here. Was feeling a little down and I thought this may be a good pick-me-up. After a few minutes of not understanding what the hell to do, I started to get the hang of it... and it started working it's magic on me. The music, the colors, the game just being SO SATISFYING to control, I was swept up in the experience I also did not realize how short it was (seven levels!) but it still felt so complete.

Despite it being just an incredibly creative and fun ride, I was NOT expecting the final twist of this game. I wish I could re-live the feeling I had seeing Claris/Elliot jump off the stage, and then gaining the ability to fly. It sounds so silly, but it felt so profound to me and almost symbolic of living up to their dream, which made me smile so hard. After the final boss, I was also not expecting to actually have final cutscenes of each respective character actually ACHIEVING their dreams!

As those credits rolled, I couldn't help but tear up a little. That song, paired with me just witnessing Claris crush that audition was too heartwarming. The whole experience was just so sweet and uplifting, and truly special. A dream-world styled game about playing inside these dreams, and them then taking YOUR victory to propel them to achieve their dreams-- all of which is never explicitly explained but is left up to interpretation (this is mine).

This is everything I love about Sega-- The colorful aesthetic, incredible music, incredibly unique and impactful. Hell, even MIYAMOTO said he wished he made this game. I don't think there's any higher praise than that. I really do think this is the original Sonic team at their peak.

This is Sonic Team at its best. The only word to describe Nights into dreams is "gorgeous". The concept, the aesthetics, the music, the design, everything is gorgeous. It´s just one of the most charming games I have ever come across. Still, I don't think it's a game for everyone... at least not immediately. The gameplay is probably the hardest thing to digest but once you embrace it, the game reveals all its wonders. Despite being quite short and having bosses of dubious quality, this is one of SEGA's creative peaks. Too bad it's another abandoned and mistreated franchise .

This game could have easily been a 3 and half for me but theres a certain feeling that you get when playing this that i cant describe but ik its a good feeling. Music slaps btw.

never managed to get a single A rating. I respect the amount of creativity poured into it. very unique game, lots of replayability.

It does look good, but the gameplay loop it is not the cool type of weird. It’s just a bit… meh? I didn’t like it in the slightest but I can appreciate the decisions made here, even if gameplay wise they don’t seem to be that different from the Sonic games’ if you consider it under a certain angle.

video games peaked aesthetically here

No other game like this exists. Up there with Katamari Damacy where the gameplay defies genres. Best way to explain it: It's like a Sonic game, except you can fly, and it's also a racing game?

One of the most charming games ever made. Probably not for everyone, but it's definitely worth a try.
I thank Sonic Adventure for introducing me to this series, hope it returns one day.

Iconic Track: https://youtu.be/Iodeu8VVK2U?si=bI3ol39swuNm5fNy

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


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

This is not a very easy title to sum up, so please bear with me while I try my best to describe the Nights into Dreams experience with my broken english.

Nights into Dreams is not an easy game to understand at first. This is mostly because the game won't tell you anything about how it is meant to be played, and while visually it conveys enough information for players to manage their way for a couple of levels, you'll soon find out that the game won't allow you to play the last ones if you haven't mastered its gameplay, which comes with a lot of guessing, experimentation, and good old trial and error.

Simply put, Nights into Dreams is a very peculiar game, truly one of a kind. You fly through its levels, collecting all sorts of items that will affect Nights in various ways:
Going through rings will raise your boost meter, which allows you to go faster; collecting stars will give you points, which are necessary to get a better score at the end of the level; and spheres, which are required to beat all four of the level mid bosses. Every time you collect one of these items in a row, regardless of which one, you'll form a "link" combo. The more items you get without stopping your momentum, the bigger the combo, and the better the game will evaluate you at the end of the stage, ranking you from F to A depending on how well you did. Now, the trick to getting high scores is to defeat the midboss first and then explore through the section without heading towards the goal right off the bat. Instead, you need to aim for a high link combo, do all sorts of acrobatics, and find special eggs so Nightopians (this game's mascots) can hatch from them. So as you can see, it has a heavy focus on going through the levels several times in order to memorize where everything is, plan ahead, and create your own path to make the largest link combo possible.

Once you beat a level, there are boss battles that are all unique and hard to explain. You'll mostly use Night's dash attack to bounce enemies and cause them damage, but everyone behaves differently, so it's possible that you won't be able to defeat them the first time you fight them. One of them will make you bounce it through a large corridor until you reach its end, and there's another one with the same exact moveset as you that will try to bounce you back for a change, just to name a couple.

As original as the game is though, it does have some notable flaws: if you lose a boss battle, you'll be forced to play the level all over again regardless of how well you did; the gameplay is simply too fast; and if you are playing with a regular Saturn controller, your thumb will start hurting after long sessions because it requires fast and precise input reactions, it can get pretty intense. Sometimes there's too much visual information on screen, and more often than not some parts of the levels will overlap with each other, which can be very confusing, but once you understand what you are doing and get a hold of it, it's very satisfying to play, and it rewards players for sticking up to its particular design.

Artistically, this is top-notch stuff. Not many games of this era come close to what Nights into Dreams accomplished with its dreamy visuals, incredible character design, and vibrant backgrounds. It's no surprise to find out that Naoto Oshima was behind the game's conception, working mostly as the main director. This game has his mark all over the place, and it's a great experience to play something made by such a talented, creative artist. The music is also amazing; props to Sega's sound team; they were at the top of their game during the Saturn era.

I can definitely see why people won't get into Nights into Dreams or just won't have the patience necessary to learn it, and I have to admit, this is a pretty eccentric game, but I persevered and enjoyed a fantastic experience as a reward for my efforts.

Stick Canyon is a horrible level, though, jesus Naoto, give me a break, man.

Arguably better than most of the Sonic games. With some more refinement, this could've been an amazing series. What holds this back a little are a lack of clarity as to what particular mechanics do, and bosses can break rank streaks too easily.

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.