What an interesting animal. It's left me feeling very conflicted-- so conflicted that I actually deliberated for some time over how I wanted to approach writing my impressions and the length at which I should detail and direct them. The short story is that NiGHTS: Journey into Dreams is somewhat of a messy masterpiece, a Courtney Love or Amy Winehouse type that's often quite enjoyable when sober but always teetering on the edge of whatthefuck. And to be honest, every single "bad decision" in this game made me think, "What the fuck, Sega?" If anything, the evolution of NiGHTS from Nights 1 to Nights 2 is an interesting case study that sort of mirrors the way the industry itself has changed.
I think Sonic Team looks at industry trends (good and bad) and then attempts to implement them in their games, but though the sentiment is there, often they just completely miss the point. I think this is nowhere more evident than Nights 2, largely because the last example of Nights we actually have is so completely
before all this stuff.
Consider in-game tutorials. Nights 1 is completely devoid of them. You pick a character, it loads, and you're dropped into the game world, clunky kid controls and all. There's a single, solitary arrow leading you towards your general goal, but your hand is not held. In 1996, this was kind of endearing. Certain "truths" of 3d gaming were still in their formative stages, so there was a certain level of tolerance for things gamers had never experienced before. Exploration in three dimensions was a completely new concept-- you almost didn't want someone telling you how to do it or where you should be headed. You wanted control of the camera because you wanted to look around for yourself. You wanted to experiment pressing buttons to see what everything did just because of the sheer marvel of watching your character jump in 3D space, or attack with some kind of interesting animation. Ten years later, the market has clearly changed. Now we've got hand holding and tutorials and guided first, second, and third (or even all) levels in games, and games without explicit tutorials are often marked down or whined about, what have you.
Nights 1 is an interesting case because nothing is really every spelt out for you in-game. The scoring system, for example, is not really ever entirely made clear in game. You have some vague idea of what you're supposed to be doing from the outset, but the best way you figure things out is by experimenting. I remember my sister asking me that Christmas (as she was dying to put **** Raider back into our brand new Saturn), "How do you score?" And I was not entirely sure. Is it building links or is it being quick? Is it a combination of the two? Should I be attacking enemies...do I get extra points for messing with the Nightopians?
Sega must have seen the trend I was talking about and decided to load the game up with tutorials. And there's nothing wrong with that. I personally think that, for most gamers, Nights as an idea is fairly elusive. You're a little clown thing with big giant horn ears that flies around and collects these little orbs. Really, what the hell. You can't explain Nights to someone. It's not like explaining Super Mario Bros. or anything because the allure of Nights is really something you've got to mess around with for yourself to experience. Anyway, tutorials for Nights is not an inherently bad thing. But, like most of the stuff Sonic Team has done over the past few years, they just do it entirely wrong.
Do you really need a tutorial to teach me how to fly? Especially one I have to sit through for both kiddos? Something special about the flying in Nights 1 was that it was so incredibly intuitive. You felt this fabulous range of motion and momentum-- this tangible sense of being light and free. It was probably the most amazing feeling in any game aside from bounding face first into a painting in Mario 64. Sega absolutely nailed it. And the tutorials sort of strip away that sense of wonder. But then again, this is a minor complaint. The feeling of flying in Nights 2 is as strong as ever. It feels unchanged to me, which is both good and bad. It's amazing Sega nailed it again, but at the same time, it's kind of upsetting they didn't try to take it any further. Maybe it truly is that perfect.
But the point of my whining about tutorials is that I think Sega goes about it the entirely wrong way. I'm pretty happy they try and teach players the paraloop and stuff (though I think the tricks are gone, I didn't try), but they don't ever explain the scoring system. And from what I can tell, it's different than in Nights 1. And if you're going to make me sit through a tutorial explaining what a "dash" is, why don't you explain to me how the game actually progresses? I think it was on the first level that the little Owl companion, who is such a tard, said something to the effect of, "Look out, the bird spits out dangerous bombs!" or something like that. Do I really need to be told to avoid the shit coming out of the bird's ass? Why are you telling me this, which takes up 1/4 of the screen in this giant text window on my shitty SDTV I'm using over christmas break?
Compare this to what Nintendo is doing with Mario Galaxy, which really focuses on learning by doing-- something Nights 1 even stressed. This is often to a fault, mind you, as you might have to turn to the manual once or twice (like in the original Nights to learn how to score, or something similar). But Nights 2 is telling me so much anyway, it's like, I'd rather the Owl give me a list of things to choose from so I could ask about stuff I really want to know.
But then Sonic Team takes stab number 2, which is in the first few accessory (like, Non-Nightsish) levels, clearly function as the learn by doing stuff that Mario Galaxy does so well. One level makes you paraloop around Nightopians getting sucked into a void so that you learn how to paraloop. And I think that though I wasn't really enjoying this level all that much (because I'm using the gamecube controller and the analog stick is causing my finger to continually slip off the thing, and doing paraloops is giving me blisters), at least this is a gamey sort of environment where I'm learning and practicing.
That's not to say that all the levels are this way.
I have to say that the first set of levels on each world are really completely and totally enjoyable. Amazing even. I've only been through two dreams, but I was totally and completely impressed with both in every sense of the word. The graphics are absolutely stunning (when the framerate isn't chugging, which is pretty rare but does occur and is annoying), and the music...oh god the music. I think it's the best audiovisual presentation on the Wii. It's really a fantastic soundtrack with little cues everywhere that hint towards the original. I love it. Maybe it was just me, but I felt like the levels are a little taller, even. I seem to remember being able to feel the top and bottom of the level in the Saturn game, but now I feel like I'm a bit more in the middle of a large level. On the second level, for example, I feel like I'm barely scratching the surface of the level considering I haven't yet dove below the surface of the water in one area of the layout. Chasing the bird spices things up a bit (the ideya chambers of old are gone, for better or for worse), so now you have moving ideya chambers more or less...but I am not sure how thing work score wise. Without the requisite blue orbs to unlock the ideya chambers, do they function as merely linking devices? What's up with the game scoring structure?
Man, I could use a tutorial. And no, I don't have the manual to read through. I have to download the PDF!
Anyway, the boss levels so far have been completely enjoyable. The camera lost the first boss a few times, but the second boss absolutely blew my mind. Totally creative, inventive stuff. I was so impressed when I was playing it. The graphics were stunning and the music was fabulous, and the game scenario was innovative and different from typical Nights boss fare.
But it's so interesting that Sega added so much stuff to this formula, which honestly, as Segata has indicated, is flawlessly recreated from the original. Some of the levels are just so tedious and uninteresting. Linkzg mentioned boat Nights...what the hell? What the fuck, Sega? Why Boat Nights? Why a boat? Why would you transform this game priding itself on impressively light and ebullient system and then you tie the player down to a freaking river? Why? The level isn't really fun, either. I mean, Sega tried this with SATSR: let's make a set of very solid levels and then make you play them many times over doing various tasks on each level. I just don't understand this concept. Maybe it's like money saving or something.
You definitely get the sense of like, "Damn, I want to get this part over with so I can get on to the next NiGHTS stage."
And that's both good and bad. Some of the off-NiGHTS levels are pretty cool, like saving the Nightopians by doing paraloops. But boat nights? But the point remains that Sega has created a really fun, addictive (if poorly explained) formula that you really really want more of and often have to "stick with" to get it. Now your mileage may vary, of course. Maybe you enjoy all of these levels, I don't know. And I haven't even played the entire sort...which speaks to the variety that's encompassed in the package. I've heard there are platforming levels with the kids. Segata has said they are not to bad, some of the media has said it's dreadful. I generally trust Segata, so I imagine it won't be all that horrible when I do get there. But damn if I won't be thinking, "Mmmhmm, where's my little favorite androgynous jester..."
And speaking of the androgynous jester, if Sega nailed the gameplay, the other "industry trend" they've picked up on is unskippable cutscenes. And voice acting. And though you don't have to repeat entire sets of levels after failing sequences (I don't know what EGM is talking about here...), you can't skip cutscenes if you fail a mission. Like I do, often. And what the fuck, Sega? The voice acting, writing, cutscene graphics, framerate during cutscenes, everything (except Reala, who is badass) is really atrocious. It's not close to the quality of the core gameplay. I just don't really get it. I mean, aside from the fact the writing is kind of ass, it's really repetitive and lazy too. Will apparently only remembers things that his father used to do with him. And he talks about it a lot. And Nights is voiced by the woman who played the purple teletubby on the BBC. Or something. It's just wholly unnecessary and you have to wonder why it's even there.
So in the end you have this game that really communicates an experience to you-- one of wonder, flying, excitement, even happiness. At the same time, you have one that may make you very frustrated. Make no mistake about it: Nights 2 is a faithful sequel to the first game. And after 11 years, that can be a little underwhelming. This is probably the game that should have followed Nights about a year or two after the original release. But that never happened, so we'll have to settle for what we have in our linear conception of time.
Nights 2 is fantastic. Only momentary lapses of, "Oh Sega, what the fuck?" shine through. This is by far the best game Sonic Team USA has ever made.
I highly recommend it. I'm going back to play it now.
BTW I'm pretty unhappy with how this turned out. But it took a while to write it, so just deal with it and pretend it's Tim Rogers.