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NiGHTS: Journey of Dreams


flameboy

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I think the main problem with this game is that people are expecting the moon on a stick, but as good as the original Nights was in it's time (I can attest, played it to death back then), my tummy tells me this is going to be a 70%-er. The Nights-sectons don't look shabby, if limiting in terms of gameplay, but the platforming-sections look quite bad. Seeing the main characters skidding around and 'not building up speed while running à la Mario (and real life) makes me worry.

 

Still, it's only a trailer, so I'll reserve judgement until the game is done and tested. It's just that there is an uneasy taste setting in my mouth about this game recently...

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Holy Crap! NiGHTS into Dreams for PS2

 

 

Note that this is NOT a Wii port of Journey of Dreams... It's a remake of the original NiGHTS into Dreams game, it features the same levels, bosses (with beefed up graphics) and even characters of the original (Claire and Elliot of NiD insteal of Hellen and William from JoD).

 

In my opinion this is a good move by Sega in order to make it the franchise sell, seeing as the original is 11 years old now and can't be bought new anywhere; I wish though, that there was a Wii port too, although if it's only coming on PS2 I'll buy it nonetheless.

 

2008=NiGHTS revival :D

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This better turn up in the Wii game too! Gah! For ages you had to buy a mangy second-hand Saturn to enjoy this game, now you have to buy a mangy second-hand PS2 to enjoy it. What the hell are Sega playing at? What's next, Shenmue 1 and 2 on the Gameboy Advance?

 

Still, it's lovely to see it's going to get a (somewhat limited) new lease of life. I suppose the PS2 is still widely owned by many. I only hope that they will prove to be interested in this. I might have to pick up another PS2...

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This better turn up in the Wii game too! Gah! For ages you had to buy a mangy second-hand Saturn to enjoy this game, now you have to buy a mangy second-hand PS2 to enjoy it. What the hell are Sega playing at? What's next, Shenmue 1 and 2 on the Gameboy Advance?

 

Still, it's lovely to see it's going to get a (somewhat limited) new lease of life. I suppose the PS2 is still widely owned by many. I only hope that they will prove to be interested in this. I might have to pick up another PS2...

Exactly, but... I'll agree a PS2 version of NiGHTS looks awesome compared to the original and it's quite important to do given the userbase, who knows, if there's new NiGHTS fans on there they might migrate to Wii to play the sequel.

 

Of course Sega could also be planning NiGHTS for HD consoles, who knows, but... NiGHTS in a Next Gen console... only on Wii throughout 2008.

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Interview:

 

NiGHTS-Interview

With Takashi Iizuka, Director of Sega Studio USA

 

We know that many people who haven't played NiGHTS on the Saturn don't understand the game and think it's boring. We know it's difficult, but could you point out for us what it is that so many gamers like about NiGHTS?

 

Takashi Iizuka: NiGHTS is very different from any action platform game out there. Unlike an action-platformer where the players are forced to clear each stage to go to the next, NiGHTS was created from a completely different premise. I didn’t want the player’s progress to be hinder in anyway either by obstacles or “stages” to clear. I wanted the player to experience the freedom to fly through each stage and make it fun. NiGHTS is similar to a race game where once the player acquires the skills to maneuver through the stage, which translates into this “fun-to-fly” experience, ultimately making your times better. I guess that’s what makes NiGHTS so different and I hope the players will find it so.

 

Do you plan to include the first NiGHTS as a bonus for those who haven't played it yet?

 

TI: Unfortunately, we have no plans to include the original NiGHTS as a bonus in JoD.

 

What was more important in the early stages of JoD's development: Did you focus on creating something new rather than staying close to the original, or vice versa?

 

TI: As a Game Designer, it was really important to me to keep the game reminiscent of the original for those NiGHTS fans that have been waiting 11 years for its return. But as a Producer, I wanted to include new features while keeping the playability accessible for all those who would be playing for the first time. I want everyone, those who have played as well as those who haven’t to enjoy NiGHTS as much as I do.

 

Can you tell us something about the controls? Did you try to utilize the Wii's features, or take a more traditional approach?

 

TI: When I first thought about the controls for the game, what first came to mind was how exciting the variety of control configuration the Wii platform offers its players. With this in mind, I wanted to create a game that could be picked up and played no matter what controller utilized. I wanted the player to choose what he/she felt most comfortable with (remote, remote+nunchuck, traditional) and just jump right into the game. I didn’t want the players to forced to use one controller over another to play JoD.

 

One of the biggest strength of NiGHTS Into Dreams was the Saturn's 3D Pad's analogue stick that allowed for complete freedom in controlling your character. Have you ever felt like the Nunchuk's stick, especially its octagonal movement area, hinders the gameplay experience in any way?

Personally, after testing all the configurations, I think the closest controller that mimics the Saturn 3D analog pad is the GameCube controller. With its circular thumbsticks, the feel especially in flight feels very natural. However, I’ve found that using the remote with the Nunchuck stick plugged in is the easily configuration for a beginner. But, once a player gets acclimated, I suggest they try the remote only configuration using the “mind sight” for a completely different playing experience.

 

How long will it take to finish NiGHTS for the first time? Are there any extras that keep the game interesting after the first playthrough?

 

TI: Compared to the original Saturn version, JoD has many more missions so I have to say it will take longer to complete than the first NiGHTS. However, what’s similar to the original is the “built-in” re-playability of each level as each is time-based and I think that the player will find it a challenge to beat their own best times. But unlike action games like Sonic, it will take the player a shorter time to complete the ending of the game. Even when you clear both Helen and Will stories, there is so much more to the game. For example, there is what we call “My Dream” where you create you own living habitat to share with your friend as well as world rankings available online.

 

A few months ago, there were rumors that NiGHTS would use the weather channel to recreate the actual weather in the game. Is this true?

 

TI: Yes, it is true. Without Nintendo’s cooperation and support, this wouldn’t have been possible. That was the reason I couldn’t talk about it earlier. Nintendo has helped us tremendously getting this feature implemented with “My Dream” and it’s awesome. I think it’s a great way to keep you tied to the game, even if you’re not playing. For instance, say it’s freezing cold or blazing hot outside in your part of the world, you may log in to check out how the creatures in your habitat are reacting to the climate. I think you’re going to find it a good fun!

 

We already know that the Wii version will feature the prequels A-Life system. Will it have any direct effect on the gameplay this time?

 

TI: As in the original NiGHTS, the A-life creatures are living organisms that are not controlled by the player. Neither is the gameplay or game’s outcome affected by these creatures, however, every time the player revisits each stage, they will do things randomly that make the environment feel alive. This is a mechanism that motivates the player to come back to the levels to see what these creatures are up to. Additionally, through NiGHTS paralooping ability, these creatures are transported into a virtual habitat where the player has the ability to create through own “My Dream” space to share with their friends online. This is a completely new system we’ve created for JoD.

 

We also know that NiGHTS' competitive multiplayer mode can be played online. Are there any other online features?

 

TI: With the sequel, I’ve tried to incorporate online features such the competitive multiplayer mode you’ve mentioned. Also, JoD will have its own World Ranking system where you can post your best times to see how you measure up on a global level. What was important for us was to create simple one-button online mechanism that let you allow you to instantly post your score. We wanted to keep the online interface and connectivity very user-friendly and easy so that anyone could use it. Also, as I just mentioned, we have created a brand new feature called “My Dream” where the player has the ability to create their own virtual habitat and populate it with captured A-Life creatures from the game. I wanted this feature to expand the playability beyond just friends so that you could share your part of JoD with anyone in the world.

 

Do you think that NiGHTS: Journey of Dreams will satisfy long-time fans of the Saturn version? And how will new gamers receive the game, in your opinion?

 

TI: Of course! This is the main reason I’ve created this game. Our whole team are avid NiGHTS fans and we’re creating this game that will hopefully be loved by the new NiGHTS players as well as all those loyal fans who have dreamt of the sequel like I have.

 

Do you have any idea when the game will be released in Europe?

 

TI: As far as I know, it’s slated to be released in early 2008. My hope is that since we’ve been able to take advantage of the online capabilities, that JoD would be globally released so that the players could connect with each and share their experiences.

 

Thank you for the interview. Is there anything else you want to address to our readers?

 

TI: I wanted to thank all of those NiGHTS fans that have been so loyal and patience for waiting so long for its return. I know you will love this game as much as I do!

Source: http://nintendowiix.net/interview.php?pageid=146&titel=nights-interview-with-takashi-iizuka-director-of-sega-studio-usa-english-version

 

 

GamesRadar Hands-on:

 

We've finished NiGHTS on Wii

It's not even out yet and we've beaten the final boss - find out what we think of NiGHTS' Wii debut

 

Given a few hours with Sonic Team's new NiGHTS game, would you expect anything less than for GamesRadar to finish it? OK, so admittedly the majority of it had been unlocked already, but after defeating a boss behind a question mark, the final section opened up and we went on to blitz the last level, smash the boss, finish the game and see the credits roll. But fear not - we'll leave any potential spoilers for the final page of this preview, so if you don't want to know what happens, just don't read the last page. Simple.

 

So how's the game looking? Well... it's a game of contradictions. Some sections are simply glorious, while others are a bit underwhelming. Some gameplay aspects are identical to the original, yet others are almost completely alien.

 

But the one thing that made us cry out 'oh no! ' is that NiGHTS now talks. Alright, we know he used to make some vocal noises in the original, but now we get fully animated cut-scenes using the in-game engine to further the plot. And his voice is horrible. It sounds like a girl pretending to be a boy, with an 'American trying to sound British' accent that ends up sounding Australian. Think Ross' attempt at being English in Friends or Dick Van Dyke in Mary Poppins. All voiced by Noddy - the happiest little fellow in all Toyland. Fortunately, while you're actually playing, NiGHTs is silent and serene, but when you can't skip the cutscenes, there's no escaping the horror.

 

In contrast, the rest of the game sounds lovely. The owl who acts as your guide is voiced well and the music fits the action perfectly. Several of the old sound effects have been used again in their original form, but don't sound tacked-on.

 

Similarly, the graphics are mostly beautiful. Like Mario Galaxy, the game isn't afraid to use bright primary colours everywhere. And when NiGHTS is in flight, it really works. The frame-rate issues that affected early builds are gone and it's now a smooth, joyous experience. But it's a different story on the ground. The two children, Will and Helen, each get some levels to tackle on foot. And while throwing blue chips (no, not fries - orbs) at enemies is solid enough, the graphics just don't look as convincing close-up as they do from the skies and the gameplay is really rather uninspiring platform fare.

 

The running animations are dubious too. Interestingly, though, the children know each other this time around and some levels see one child escort the other through their dream.

 

But it's in the sky that NiGHTS has always excelled and, fortunately, this is where the majority of the gameplay is to be found. The mechanics have been stripped down considerably since the bewildering original, so now you don't have to search out 20 blue chips then get to the end. Instead, in the game's primary levels, you must simply chase a bird through the course until you grab it and retrieve the key to NiGHTS' prison three times. Passing through hoops replenishes your dash attack bar, so you'll get there faster by flying accurately.

 

This means the previously essential blue chips are largely redundant. It also means there's no 'bonus time' to be had by flying over the prison. You simply can't do that - the chain above it is solid and NiGHTS refuses to fly around it. Instead, it's simply a case of doing everything as quickly as possible. Simpler, certainly, but it has resulted in the hoops and chips being placed in a near continuous line around the course. So instead of carefully learning where to fly and paraloop to keep your link going, you'll just be pelting between hoops and items as quickly as you can.

 

Other tasks are then introduced, such as link attacks where you must register 5 links in succession before being graded on the average, although again this is more about speed than skill. There's also the occasional into-the-screen section, such as rafting in the morphed body of NiGHTS down a fast-flowing river, and a roller-coaster level where NiGHTS' body can be moved around above and to the side of the rails to pick up items. It's all varied and fun but there seems to be little tactical substance to really get your teeth into. Maybe extended time with the game will reveal extra depths, as the original did.

 

A new feature we saw was a section called 'My Dream' which is an area you can customise, hidden away behind a door in the main hub level. The landscape in My Dream begins as a flat square, but the Nightopians (A-Life creatures like the Chao in Sonic Adventure) you evolve in the game will make the environment change as they grow. Nintendo WiFi Connection will make the weather here echo the real weather at the time of play. You can also invite other players to your space, allowing for some social gaming possibilities.

 

The Wi-Fi link will also allow for multiplayer races. These can take place on one console via split screen, between friends on WFC or in a random match against a player you don't know. Sounds good.

 

Another new feature we especially like is the 'Persona Mask' switching, which sees you selecting a mask using a direction button on the Wii-mote. The dolphin mask lets you speed through water (although you can use it in the air), the Rocket NiGHTS mask sees you streaking across the screen as a rocket - which is essential for a couple of the bosses - and we also unlocked the Dragon Mask near the end of the game which allows you to stop in the air and also become a fireball. Knowing when to use these masks is the key to the best scores and times and they're a welcome inclusion.

 

Speaking of the bosses, they are superb and well in keeping with the feel of the original. Each boss battle takes place in a closed arena and requires you to learn how to beat it, then doing so as quickly as possible to get the biggest score multiplier. Some of the tasks are unclear, but a help window pops up before each one and the owl is on hand in the pause menu to give you the hint again if you need it.

 

We saw some new bosses we hadn't seen before including a spider that drops balls of silk that you have to drill dash to smash the platform it's standing on (tricky) and a Cerberus boss with a chain you must attack so that its heads bang together. The most surreal addition was a sort of witch-like boss with pleasantly furry cats where you have to tilt the game field to make the cats fall down a hole. But we ran out of time on that one before all the cats had gone. Very weird, but enthralling nonetheless.

 

All in all, very promising. But we do have one nagging concern. Apart from NiGHTS' voice, it's the control that really worries us at this stage. Basic flight is not as responsive as before and you'll often find yourself overshooting a right-angled hoop just because of the delay. It also feels a tad 'digital' with the analog stick on the nunchuk, although we didn't have a Gamecube controller with us to test it as the team's been playing it. There's still time to sort it out and you can work around it, but we did feel half the battle was against the controls in the preview build.

Source: http://www.gamesradar.com/us/wii/game/news/article.jsp?articleId=20071127143615787065&releaseId=20070402143948293070&sectionId=1006&pageId=20071127144151491014

 

Mostly nice reactions, that's good.

 

MEGATON!

 

NiGHTS team prefer Gamecube pad to Wii-mote

And boss says 'we'll see' over Burning Rangers 2

 

We sat down with the boss of Sonic Team USA, Takashi Iizuka, at the Wii Flat in London yesterday to quiz him on his new game, NiGHTS: Journey of Dreams on Wii - and he revealed an interesting fact about the game's development. Turns out that of all the four control methods available, the development team all play the game using Gamecube controllers.

 

Iizuka told us: "Personally I prefer using the Wii-remote on its own - you just fly. You feel like you're flying, moving more smoothly just with the sensation and freedom of it. But the team use the Gamecube controller because it's so similar to the feel of the original 3D controller. The analogue stick is shorter and more like the Saturn pad." So much for advanced technology, eh?

 

Iizuka also commented on the decision to give NiGHTS a voice. When asked whether the boyish female voice meant NiGHTS was a girl, he said: "He is a mirror of the child's personality, so when the children dream, they become him. So from a boy's point of view, NiGHTS will be a boy, from a girl's point of view, NiGHTS will be a girl. We expanded the storyline in the sequel, so we needed to have NiGHTS speak in this game to get more reaction."

 

Of course we asked Iizuka about a PS3 or Xbox 360 NiGHTS game, but he says they are not planned. And when we asked whether we'd have to wait another 11 years for NiGHTS 3, he laughed and said "maybe". But he added that if he had the opportunity, he would like to make NiGHTS 3.

 

He also confirmed Sonic definitely won't be making a cameo appearance this time (he appeared in Christmas NiGHTS as a minigame called Sonic The Hedgehog into Dreams). But when asked whether the children from the first game, Claris and Elliot, would feature, he answered: "We'll see - I can't say", with a grin. We'll take that as a yes then, shall we?

 

Finally, when asked about a possible sequel to Sonic Team's other forgotten Saturn title Burning Rangers, Iizuka said: "It's not my title, so I can't comment. But I hear there is a lot of demand for a sequel, to bring out Burning Rangers on Wii so... we'll see." Here's hoping.

Source: http://www.gamesradar.com/us/wii/game/news/article.jsp?sectionId=1006&articleId=20071127112247116075&releaseId=20070402143948293070

 

Holy crap! make it happen :bowdown:

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That's one game I missed out on when I had a Saturn. I'd love to give it a go on the Wii.

 

Do we still know whether NiGHTS on Wii will feature a clock and seasonal changes to the game or not? I'd love for their to be a Christmas NiGHTS in there, along with Autumn and Winter NiGHTS etc etc. I see the weather thing in the interview, but I mean something different.

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Do we still know whether NiGHTS on Wii will feature a clock and seasonal changes to the game or not? I'd love for their to be a Christmas NiGHTS in there, along with Autumn and Winter NiGHTS etc etc.

 

It'll sort-of have seasonal changes. It just depends on your weather.

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Famitsu Nights review

* Doesn't really take advantage of the Wii remote, though this kinda makes sense.

* Good replay value. Gardening mode makes for an enjoyable apres-jeux.

* Controls are unique. A little TOO unique.

* Bosses tend to have the enjoyable gimmick of calling out their mooks for battles

* You have to restart the stage if you die.

* Human missions are a change of pace, but kinda distracting.

* Heartlifting good-feeling stuff just like the previous game.

* Can't skip realtime cutscenes.

* As a fan of the previous game, some of the new mission types may as well have not been added

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  • 2 weeks later...

mmmm, i was expecting some problems i must admit....in my opinion it looks original, and wonderfully enchanting, so i'm pleased i'm still getting it!

 

IGN seem to be extremely harsh nowadays. Although i hate the sound of the saving system, i reckon that will p*** me off. :indeed:

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I usually don't care about reviews (in fact, some of them, along with disgusting affairs like the recent Gamespot-Gerstmann stuff, make me despise reviews altogether), but in this case I worry about the negative impact it might have on sales. Apparently, Sega have big hopes for the return of this franchise, and considering the target audience is mostly the hardcore crowd, especially fans of the original, the lackluster critical reception is probably going to affect the commercial reception.

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Yeah I'm still buying this. I doubt a lot of the reviewers on those sites even cared for the original either. It's a classic example of a love it or hate it game. I loved NiGHTS on the Saturn, and I'll be very surprised if they've messed it up on the Wii.

 

So, still on order, and still very much looking forward to it. It's exactly the type of game I bought the Wii for in the first place. Now all we need is Shenmue....

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Anyone else catch this on today's GamerTV? I have to say, and it upsets me to admit it, that it does look a bit naff in some areas. As a big fan of the original, I know that the on-foot sections when you play as one of the kids are not the main focus of the game, but they really look like Sega have done absolutely nothing to them to bring them a bit more up to date. They really do look almost exactly the same as the 1996 original in terms of player movement, and even the graphics look poor here. Some of the close ups are awful.

 

Though the main crux of the NiGHTS gameplay looks great and fairly intact, it does also look here too as though they decided to add nothing new, just remix the original game. A lot of it looks very much like the original game but with some improved graphics. Hopefully there'll be more to see when I actually get it, so I'm trying not to base too much on a TV review.

 

But - sin of sins - who decided to give NiGHTS a voice? What the...and it's such a whiny annoying voice too. OK I'd heard tell of it, and knew it was on the cards, but I really couldn't believe it when I heard it. Absolutely awful, and also completely unnecessary. The beauty of the original was that it told the story almost silently, allowing the music to do the talking. Which it did wonderfully.

 

I'm still going to buy it, but I think I know deep down that it's going to upset/disappoint me. What were they doing with all that development time??

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