Nights: Journey of Dreams
Nights: Journey of Dreams | ||
---|---|---|
Composer(s) Tomoko Sasaki | Naofumi Hataya | |
Platform(s) | Wii | |
Release | ||
Genre(s) | Action | |
Mode(s) | Single-player, multiplayer |
Nights: Journey of Dreams
As with its predecessor, gameplay is centred around Nights flying through the dreams of the two children. The main objective of the game is to fly through rings while gathering enough keys to proceed to the next level. Development of Journey of Dreams began shortly after the release of Shadow the Hedgehog in 2005, and was headed by Sonic Team veteran Takashi Iizuka. The team took steps to ensure that the game stayed faithful to the original, while incorporating a variety of new mechanics and features. The game's setting was designed to resemble England, especially parts of London.
Journey of Dreams received mixed reviews; critics praised the game's colourful visuals,
Plot
Setting
Every night, all human dreams are played out in Nightopia and Nightmare, the two parts of the dream world. In Nightopia, distinct aspects of dreamers' personalities are represented by luminous coloured spheres known as "Ideya". The evil ruler of Nightmare, Wizeman the Wicked, is stealing this dream energy from sleeping visitors to gather power and take control of Nightopia and eventually the real world. To achieve this, he creates "Nightmaren"—jester-like beings who can fly—including Jackle, Clawz, Gulpo, Gillwing and Puffy, and many minor maren. He also creates two "Level One" Nightmaren: Nights and Reala. Nights rebels against Wizeman's plans, and is imprisoned inside an Ideya palace, a gazebo-like container for dreamers' Ideya.
Synopsis
William Taylor and Helen Cartwright are two children who live in the city of Bellbridge (a fictionalised version of London[5][6]). Will is an aspiring football player, Helen a prodigy violinist.[7][8] Over the years, both have grown apart from their respective parents; Helen has chosen to spend more time with her friends rather than practising the violin with her mother, a choice which has begun to fill her with guilt, while Will's father is transferred to another city for work and leaves his son by himself. Both children suffer nightmares and come under attack by the Nightmaren, who chase them into the world of Nightopia. There, the two children meet and free Nights, who has the ability to merge with the children, allowing them to share Nights' body and fly through the skies. Learning that Wizeman is plotting to take over the dream world and consequently enter the real world, the children and Nights resolve to stop Wizeman, but face resistance from the Nightmaren he commands, particularly Nights' sibling, Reala.
Though different, the children's stories share similar structures. The story reaches its climax as a stairway appears at the Dream Gate and Helen and Nights ascend, only to be trapped by Wizeman and pulled into darkness. Will arrives too late and dives in after them, arriving in the night skies above Bellbridge, where he finds that he has the ability to fly without Nights or their Ideya. He rescues Helen, and the two attempt to save Nights, who has been imprisoned at the top of Bellbridge's clock tower. Reala arrives to stop their efforts and accepts Nights' challenge to battle. After defeating Reala, the trio prepare to face Wizeman. Both Will and Helen defeat Wizeman, who is subsequently destroyed. Since Wizeman kept all of his creations alive, Nights vanishes in a white light, bowing as if it were the end of a performance, and the children wake up and cry. That evening, Helen plays her violin for her mother in a crowded hall, while Will celebrates with his father after winning a football game. He then loses the ball and goes after it, only to come upon Helen playing her violin for her mother. The lights suffer a temporary blackout, and when they turn back on, Helen sees Will extending a friendly hand to her. Recognising each other from their adventures in Nightopia, the two reach for each other as it begins to snow. The final scene is of either child sleeping in their rooms at home as the camera pulls back towards Bellbridge's clock tower, atop which Nights is seen to be alive and peacefully watching over the city.
Gameplay
Nights: Journey of Dreams is split into seven
The game features items and traps which will either help or impede the player's progress. Collecting blue chips scattered around the levels will increase the player's score; time chips will extend the player's time and slow "Awakers" (if collected on foot).[12] Flying through gold rings will replenish the player's boost meter, spiked rings will harm the player if flown through, and green rings will never disappear (unlike ordinary gold rings).[16] The gameplay also involves the use of "persona masks", which will transform Nights into a different entity, thus granting new abilities to the player. There are three personas: transforming into a dolphin allows the player to swim underwater, a rocket speeds up Nights' flight, and a dragon will increase resistance to wind.[9][13][17][18] Bosses are encountered twice in each level—an easier version early in a level, and a more difficult one at the end.[14]
The
Journey of Dreams features four different control options: the
Development
Prelude
A sequel to Nights into Dreams with the working title Air Nights was originally outlined for the Sega Saturn and subsequently developed for the Dreamcast with motion control being a central element of gameplay.[5] In an August 1999 interview, Yuji Naka confirmed that a sequel was in development,[25] but by December 2000 the project had been cancelled.[26] Naka expressed reluctance to develop a sequel after the Dreamcast's discontinuation,[26] but later noted in 2003 that he would be interested in using the licence of Nights into Dreams to reinforce Sega's identity as a video game developer.[27] Around the same time, Nights into Dreams designer Takashi Iizuka said "as long as I'm with Sega, I will create Nights again" in an interview concerning Sonic Heroes.[28] Discussion concerning a new game in the series had increased in frequency by 2006.[29][30] Rumours regarding a Wii version continued to appear when a list of upcoming games was published by Japanese developer G.rev, which included an unspecified Nights title.[31][32] Before the development of Journey of Dreams, Naka confirmed in retrospective interviews that he had intended to base the next Nights game around a unique motion controller.[31]
Design
Nights: Journey of Dreams was first conceptualised in November 2005 after the release of Sonic Team's Shadow the Hedgehog. Game design was primarily prepared by Iizuka and took around six months to reach the development process.[5][33] Iizuka wanted to ensure that the next Nights game would stay faithful to the original, and felt the need to keep the game's concept fundamentally the same while incorporating a variety of new mechanics.[34] Despite the cancellation of Air Nights, Iizuka stressed that he had always wanted to make a sequel and asserted that Sega's exit from hardware manufacturing had no effect on the delay. Iizuka felt that it was the appropriate time to release a Nights game—he felt that the industry was dominated by violence and was keen to release a more family-friendly title. The team realised that Nintendo's upcoming Wii was marketed as a family-orientated console, and factored in its online features and user-friendly design.[33][35]
The team wanted Journey of Dreams to revolve around a dramatic storyline in the hope that the player would find it more engaging and intuitive, as Iizuka thought the original Nights into Dreams was not user-friendly.
The original character designer of Nights into Dreams,
Audio
Tomoko Sasaki reprised her role of lead composer from the original Nights into Dreams, and was rejoined by Sonic Team veterans Naofumi Hataya and Fumie Kumatani.[34][38] Additionally, series newcomers Tomoya Ohtani, Teruhiko Nakagawa, and Tatsuyuki Maeda each contributed a few musical pieces. The game's sound effects were created primarily by Jun Senoue,[38] better known for his musical compositions in the Sonic the Hedgehog series.[39] According to Iizuka, the team understood that they could not compose the same style of music featured in the original game, owing to the technical revamp of Journey of Dreams.[34][40] Sasaki elaborated that the original Saturn version used the console's internal music sequencer, which allowed them more control over changing the game's music as the player progressed through the game, whereas the Wii version only played the recorded music directly. Despite the limitations, both Sasaki and Hataya were able to produce a better quality soundtrack by using a wider range of instruments than what was used in the previous game. In addition, Sasaki asked an employee from Delfi Sound Inc. to record an orchestral piece for the game. Since the team were aware that the game's characters would have more dialogue than the original game, they requested that the orchestra perform a dramatic arrangement in order to put more emphasis on the game's storyline.[40]
To make the development process as smooth as possible, Hataya tried to work in the same environment as Sasaki so that they could exchange data more efficiently. The main tools and software used during development were Digital Performer and Pro Tools, which, according to Hataya, were the standard tools used in music production.[40] In order to stress that the atmosphere of Journey of Dreams was centred around surrealism and dreams themselves, Sasaki discarded tying the game's music down to a single genre and took the approach of not having a clear musical policy. Sasaki also ensured that each theme included the exhilaration of "flying in the air", as it was a core element of gameplay.[40] Hataya echoed that the music of the game was produced by focusing on being able to empathise with the feeling of flying, as well as to exemplify the game's atmosphere and characters. Since the team were aware that Journey of Dreams had a greater sense of adventure than the original, the team knew that they could incorporate a larger variety of music into it so that players would enjoy a wider range of emotions. In addition to composing the music itself, Hataya took the responsibility of re-arranging Sasaki's music in different ways so that the theme matched the in-game situation. Hataya said that he and Sasaki produced around 70 percent of the game's music between them; the rest was produced by Sega's sound team.[40]
Nights: Journey Of Dreams: Original Soundtrack was released on 26 January 2008 exclusively in Japan and contains three separate CDs with all of the music featured on the Wii version. An unofficial two-CD tribute album, Nights: Lucid Dreaming, was released by OverClocked ReMix in 2011. There are 25 tracks in total, with arrangements of the game's original soundtrack in a variety of styles.[9] In January 2017, over 50 songs from the game and its predecessor, Nights into Dreams, became available to download on Spotify.[41]
Reception
Aggregator | Score |
---|---|
Nintendo Life | 7/10[6] |
Nintendo World Report | 7/10[15] |
Official Nintendo Magazine | 79%[11] |
Jeuxvideo.com | 13/20[48] |
VideoGamer.com | 7/10[18] |
UGO Networks | 5/10[12] |
Nights: Journey of Dreams received mixed to positive reviews. As of February 2017[update] it holds an aggregate score of 69% at Metacritic, based on an average of 47 reviews.[42]
Many critics praised the game's colourful visuals and special effects.
Some reviewers criticised various aspects of gameplay, in particular the lack of
Reviewers disliked the game's control scheme, many stating that the use of the Wii remote was awkward and difficult to master.[6][11][14][18] Bozon condemned the lack of refined flight control and noted that it was easier to use either the Classic Controller or the GameCube controller.[47] Similarly, Scullion said that out of the three control schemes, the Wii remote was the least accurate option.[50] VanOrd also criticized the poorly implemented use of the Wii remote, and Rosenberg thought its controls were overly responsive and unpolished; both reviewers recommended using the Classic Controller's analogue stick as an alternative.[12][14] Dickens recognised that the original Nights into Dreams was one of the first games to benefit from an analogue stick, and was therefore surprised at how the sequel had a "control scheme crisis": multiple control schemes might add confusion for new players.[6] Govan suggested that the reason why the game featured alternative control schemes was that Sonic Team wanted to emulate the original Saturn controls.[46] In contrast, the reviewer from Jeuxvideo.com found little fault with any of the game's control schemes, and Bedigan labelled them as "excellent". Both reviewers, however, agreed that the Wii remote's motion controls did not work well with the game.[44][48]
Legacy
In 2010, Iizuka expressed his interest in making a third Nights game if Sega were to commission one.[51] Sega Japan filed a trademark in 2019 for Nights: Dream Wheel.[52] On 24 June 2021, it was revealed to be a Slot machine when the Yaamava' Resort & Casino posted a screenshot of the machine on their twitter.[53]
References
Citations
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"I know a lot of people love it and want us to make a sequel, but for us it's a really important game. Like the way Spielberg likes E.T. so much he won't remake it, I don't want to make another Nights. As soon as we realised this, we stopped making it... Yes, we made it up to a certain point. You know linear sensors? Well we made this system where you could remove the cable from the original pad and control Nights... it was called Air Nights. We made in on Dreamcast for a while as well, but we stopped".
- ^ Edge staff (November 2003). Diniz-Sanches, Joaõ (ed.). "Inside... Sega Japan". Edge. No. 129. Future Publishing. p. 55.
I see Nights as a licence. When dealing with such a licence from the past it is quite a lot of work, but I would like to use Nights to reinforce Sega's identity, yes.
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- ^ "Nights Dream Wheel from SEGA turns out to be a casino slot machine". mynintendonews. 29 June 2021. Retrieved 29 June 2021.
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- Bettenhausen, Shane; Kennedy, Sam; ISSN 1058-918X.
- Famitsu staff (20 April 2007). "NiGHTS: Journey of Dreams for Wii". Famitsu. No. 1251. Tokyo: Enterbrain, Inc. p. 50.
- Nair, Chandra (January 2008). "The Great '08: NiGHTS: Journey of Dreams". Official Nintendo Magazine. No. 25. Bath: Future plc. pp. 50–51.
- Official Nintendo Magazine staff (November 2007). "Incoming: NiGHTS: Journey of Dreams". Official Nintendo Magazine. No. 22. Bath: Future plc. p. 26.
- Scullion, Chris (February 2008). "NiGHTS: Journey of Dreams review". Official Nintendo Magazine. No. 26. Bath: Future plc. pp. 82–83.
- Sega (2007). Nights: Journey of Dreams instruction manual. Nintendo. pp. 3–21.
Notes