Nights Into Dreams...

Nights Into Dreams...

released on Jul 05, 1996

Nights Into Dreams...

released on Jul 05, 1996

The story follows the teenagers Elliot Edwards and Claris Sinclair, who enter Nightopia, a dream world where all dreams take place. With the help of Nights, an exiled "Nightmaren", they begin a journey to stop the evil ruler Wizeman from destroying Nightopia and consequently the real world. Players control Nights flying through Elliot and Claris's dreams to gather enough energy to defeat Wizeman and save Nightopia. The game is presented in 3D and imposes time limits on every level, in which the player must accumulate points to proceed.


Released on

Genres


More Info on IGDB


Reviews View More

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

------------------------------------------------------------------------

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.

-----------------------------------------------------------------------

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.

------------------------------------------------------------------------

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.

------------------------------------------------------------------------

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.

------------------------------------------------------------------------

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.

-----------------------------------------------------------------------

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."

--------------------------------------------------------------------------

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.

------------------------------------------------------------------------
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.

----------------------------------------------------------------------

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 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.

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

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.