| OUR RATING:
6
GOOD
|
TANGIBLES:
|
Why you should buy it: Underneath the blubbery layers of fluff lies some of the most imaginative, whimsical, and addictive gameplay available on the Wii. A rental would only get you through the worst part, and you might as well own it after that.
Why you should rent it: Playing through the story mode (required, if you want to get to the heart and soul of the game) is boring and tedious beyond description. |
UNIQUE RATING:
SUGGESTION:
Buy It |
Written by: Adrian Ables | Tags: NiGHTS: Journey of Dreams, Nintendo Wii, Sega
![]() |
Offering an unusual kind of gameplay, NiGHTS already has an uphill battle when it comes to gaining mass appeal. Unfortunately, Journey of Dreams is a very poorly constructed game, which makes that obstacle even more daunting. The first big problem is how the game is constantly punctuated by cut-scenes that fill out the story. Ideally, beating one level would lead right to the next one without any fuss (think of the original Sonic the Hedgehog games). Instead, what actually happens is that you beat a level and then have to sit through about four minutes of poorly-scripted, abysmally voiced, pug-ugly cinematic drivel. If you could skip past these sequences, the story wouldn’t be such a burden, but because you absolutely have to let them pan out, they’re like punishment.
Then there are the god-awful platforming levels, which aren’t the least bit of fun or otherwise justifiable. The kids you play as during these sequences have three abilities: walk, jump, and throw ball. So, as you can imagine, slogging through their levels revolves around walking around places, jumping onto and over stuff, and clumsily hurling orbs at weird looking enemies who can’t actually do any harm besides slowing you down. Sure, you could distill any game down and make it sound uninteresting if you wanted to, but in the case of these levels, that’s really it – they’re just flat-out uninspired and boring. Not only do they exacerbate the whole cut-scene situation, but in all honesty, they have no place in any modern video game, period.
![]() |
No exaggeration, a straight-shot playthrough of Journey of Dreams’ story mode yields about three parts fluff to one part legitimate gameplay, which is pitiful by today’s standards. Thankfully, you only have to do it once, and after you do you can play through your favorite levels again and again, or even race friends and random opponents via Nintendo Wi-Fi, racking up new high scores, logging wins onto your record (no losses are accounted for), and generally lollygagging about. Speaking strictly from a design standpoint, NiGHTS is exemplary of how not to make a game. NiGHTS: Journey of Dreams grows on you though, if only because of its charm, character, and addictiveness. Toiling through the story mode the first time can be painful, but once that's over and done with, NiGHTS' strengths shine, putting it right in line with the best the Wii has to offer.
| A game with the working title "Air Nights," intended to be the first sequel in the NiGHTS series, was in development to use a tilt sensor in the Saturn analog pad. The project was eventually discontinued and ended up being a prototype for the motion-sensing technology that was later used in Sonic Team's Samba De Amigo. |








