fbpx
Wikipedia

Nights: Journey of Dreams

Nights: Journey of Dreams[a] is an action video game developed by Sega Studios USA and published by Sega for the Wii. The sequel to the 1996 Sega Saturn title Nights into Dreams, it was released in Japan and North America in December 2007, and in Australia and Europe the following month. The story follows two children, William Taylor and Helen Cartwright, who enter a dream world called Nightopia. When their nightmares come to life, they enlist the help of Nights, an exiled "Nightmaren", as they journey through Nightopia to stop the evil ruler Wizeman from escaping into the real world.

Nights: Journey of Dreams
European cover art
Developer(s)Sega Studios USA
Publisher(s)Sega
Director(s)Takashi Iizuka
Producer(s)Takashi Iizuka
Designer(s)Takashi Iizuka
Programmer(s)Takeshi Sakakibara
Artist(s)Kazuyuki Hoshino
Composer(s)Tomoko Sasaki
Naofumi Hataya
Platform(s)Wii
Release
Genre(s)Action
Mode(s)Single-player, multiplayer

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, boss battles, soundtrack, and special effects, but criticised its controls, camera, aesthetics, and aspects of its gameplay. Despite the mixed reception, Iizuka said that he would be interested in making a third Nights game, should Sega commission one.

Plot edit

Setting edit

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 edit

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 edit

 
Nights flying through one of the children's dreams. The main gameplay objective is to fly through rings and free bird-like Nightmaren, which will provide the keys required to unlock the next level.

Nights: Journey of Dreams is split into seven levels. The levels are distributed equally between the two children characters: three are unique to Will, three to Helen, and both share a final boss stage.[9] Gameplay is centred around controlling Nights' flight along a predetermined route through each level, resembling that of a 2D platformer or a racing game.[10][11] In each level, players initially control Will or Helen but will later on assume control of Nights.[12] The player may collect various pick-ups while exploring the level on foot,[12] but will be pursued by "Awakers" which will awaken the player-character and end the game, should three of them come into contact at once.[13] The main objective of the game is to fly through rings and capture bird-like Nightmaren, who possess keys that unlock a series of cages. There are three cages in each level, and all must be unlocked within a set time before the player can proceed.[14] Each collision with an enemy subtracts five seconds from the time remaining, and if the time runs out, the game will end prematurely.[12] While flying, Nights can use a boost to travel faster, but the boost meter is slowly depleted while doing this. If it is fully depleted, the player will no longer be able to use boosts.[15]

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 artificial life system feature from its predecessor returns in Journey of Dreams, known as "My Dream".[19] This feature revolves around the player raising entities called Nightopians and keeping track of their moods.[20] "My Dreams" connects with the Wii's Forecast Channel, which will change the weather conditions in the player's "My Dream" world according to real-world forecasts.[5] Cosmetic changes are visible every month, for example in February Nightopians hold a giant dragon for the Chinese New Year, whereas in December they are dressed as Father Christmas.[21] Players may visit other players' "My Dreams" through the Nintendo Wi-Fi Connection. In order to increase the population in a "My Dream", Nightopians must be captured in the game's story mode.[20] If there are more Nightopians than Nightmarens in the player's "My Dream", then the environment will look more like Nightopia and if there are more Nightmarens the landscape will change accordingly.[22]

Journey of Dreams features four different control options: the Wii remote as a standalone controller, the Wii remote in combination with the Nunchuk, the Classic Controller, and the GameCube controller.[11][17][23] If the Wii remote is used by itself, Nights' flight is controlled by pointing it at the screen.[18] Additionally, the game offers two multiplayer modes: "Battle Mode" and "Speed Mode", the latter of which is playable only online via Nintendo Wi-Fi Connection.[24] "Battle Mode" allows two local players to battle each other by using a splitscreen,[12] and "Speed Mode" revolves around players competing in races against online opponents.[24]

Development edit

Prelude edit

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 edit

 
The game's setting was designed to be more akin to England, particularly London. Bellbridge's clock tower (left) bears a striking resemblance to Big Ben (right).

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.[34] Originally, the game had a full free-roaming 3D flight system, but Iizuka thought it was too complex and "not as fun" as the core flight element featured in the original game.[33] Iizuka thought the most difficult challenge of the development process was keeping the game's flight mechanics fun while building upon elements of the original game.[33] To recreate the experience, the team tested a variety of controller schemes which included the Wii remote and Nunchuk, the GameCube controller, and the Classic Controller—the latter two left for players who preferred using a traditional controller configuration.[5][34] Initially, the game used the Wii remote by having the player point it at the screen, but the team discovered that its motion sensors would not pick up small movements, so Iizuka created an alternative hybrid motion-pointer system, which he believed would retain the game's fun-to-fly experience.[33] In a retrospective interview, Iizuka said that the entire game was created from scratch and used a new engine specifically designed for the Wii.[34]

The original character designer of Nights into Dreams, Naoto Ohshima, had left Sega by the time its sequel was under development, with Kazuyuki Hoshino being placed in charge of character design for Journey of Dreams.[36] Takashi Iizuka, the lead game designer, felt that, with Hoshino, they captured the style used for the character in the original game.[37] Sonic Team decided to give all characters in the game voices as Iizuka believed that full dialogue helps add depth to both the story and gameplay.[5] With Nights already designed as an androgynous character,[23] the team wanted to leave impressions regarding gender up to the player, despite Nights being voiced by actress Julissa Aguirre, who portrayed the character with a British accent. This is because the team designed the Nights franchise to have a distinctly British style, in contrast to Sonic the Hedgehog, which was designed to be more American. Thus, Bellbridge—the game's main setting—closely resembles London, and all of the game's characters have English accents.[17][5] The development team consisted of 26 members of Sonic Team in the United States, while all sound work and CGI was developed in Japan.[5]

Audio edit

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 edit

Nights: Journey of Dreams received mixed to positive reviews. As of February 2017 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.[6][15][44][45][47][49] Chris Scullion from the Official Nintendo Magazine thought the game design had all the speed and charm of the original, and enjoyed its "lush" atmosphere and landscapes.[49] Kevin VanOrd of GameSpot also appreciated the game's artistic design, visual "dreaminess" and elegance, and Gerald Villoria of GameSpy liked the game's colourful and vibrant levels.[45] Nintendo Life's Anthony Dickens praised the general visual style of the game, noting that its boss battles in particular "ooze" with bright and exotic colours.[6] Despite the general praise of the game's colourful palette, some critics viewed the aesthetics unfavourably. GameZone's Louis Bedigan felt that Nights: Journey of Dreams lacked the "eye-popping effects" of other contemporaries such as Super Mario Galaxy (2007) and The Legend of Zelda: Twilight Princess (2006), and Dickens opined that the game's cutscenes were more akin to PlayStation 2 titles.[44][6] Tom Bramwell from Eurogamer felt that the environments looked like they were from 1996, despite the attempts made to distract the player from the game's simple premise.[43] Paul Govan of GamesTM found that the game engine struggled to match the cutscene's visual fluidity with its actual gameplay, and expressed disappointment that Wii owners would be unfazed by its graphical prowess, unlike Sega Saturn owners at the time of the original Nights into Dreams release.[46] Dickens thought the game was graphically rushed by Sega, and speculated that it was "cobbled together quickly" by artists who had focused too much on designing the game's introduction sequence. Adam Rosenberg from UGO Networks found the graphics to be a disappointment, saying that its environments were "drab" considering it was based on the dreams of twelve-year-old children, and also noticed frame rate issues.[12] Likewise, two reviewers from Electronic Gaming Monthly, Shane Bettenhausen and Sam Kennedy, thought the 3D was "amateurish" and suffered from basic issues including uneven graphics and unskippable cutscenes.[23]

Some reviewers criticised various aspects of gameplay, in particular the lack of checkpoints.[11][12][23][43][47] Scullion noted how the game retained its "old school" feeling despite being aimed at a new audience, and disliked its "die, retry" style of gameplay, which he considered old-fashioned.[11] Mark Bozon from IGN similarly criticised the game's tendencies to make the player restart an entire level upon death, calling it "a momentum killer",[47] and Rosenberg said the automatic restarts were the game's "worst offender".[12] Most reviewers praised the eccentricity and fun-factor of the boss battles;[6][44][45] VanOrd believed they were enjoyable and memorable, and Jeuxvideo.com's reviewer liked the bosses' appearances and originality, but found defeating them more than once in each world repetitive.[14][48] In contrast, Bramwell thought that the game's boss characters channelled a mix between Tim Burton and CBeebies, and Bozon felt that boss battles did not blend well with the main story since they were in self-contained arenas.[43][47]

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 edit

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 edit

Citations

  1. ^ . IGN. Ziff Davis. Archived from the original on 10 October 2017. Retrieved 10 October 2017.
  2. ^ . Nintendo Life. Gamer Network. 16 March 2012. Archived from the original on 2 July 2017. Retrieved 10 October 2017.
  3. ^ . Nintendo World Report. Archived from the original on 10 October 2017. Retrieved 10 October 2017.
  4. ^ "NiGHTS: Journey of Dreams overview (UK)". IGN. Ziff Davis. Retrieved 10 October 2017.
  5. ^ a b c d e f g h Taylor, Mike (5 December 2007). . Nintendo Life. Archived from the original on 3 March 2016. Retrieved 22 February 2017.
  6. ^ a b c d e f g h Dickens, Anthony (28 December 2007). . Nintendo Life. Archived from the original on 7 September 2015. Retrieved 17 February 2017.
  7. ^ Sega 2007, pp. 4–5.
  8. ^ Famitsu staff 2007, p. 50.
  9. ^ a b c Hardcore Gaming 101. Archived from the original on 20 December 2016. Retrieved 23 February 2017.
  10. ^ Official Nintendo Magazine staff 2007, p. 26.
  11. ^ a b c d e f Scullion 2008, p. 83.
  12. ^ a b c d e f g h i j Rosenberg, Adam (6 March 2008). . UGO Networks. Hearst Corporation. Archived from the original on 6 March 2008. Retrieved 17 February 2017.
  13. ^ a b Sega 2007, p. 14.
  14. ^ a b c d e f VanOrd, Kevin (18 December 2007). . GameSpot. CBS Interactive. Archived from the original on 21 August 2015. Retrieved 17 February 2017.
  15. ^ a b c Metts, Jonathon (6 January 2008). . Nintendo World Report. Archived from the original on 16 February 2017. Retrieved 24 February 2017.
  16. ^ Sega 2007, p. 15.
  17. ^ a b c Nair 2008, p. 50.
  18. ^ a b c d Yin-Poole, Wesley (16 January 2008). . VideoGamer.com. Candy Banana. Archived from the original on 4 March 2017. Retrieved 27 February 2017.
  19. ^ (in Japanese). Sega. Archived from the original on 12 January 2008. Retrieved 23 February 2017.
  20. ^ a b Sega 2007, p. 16.
  21. ^ Barker, Sammy (4 February 2008). "The Secret Of The NiGHT(S)". Nintendo Life. Retrieved 23 February 2017.
  22. ^ Sega 2007, p. 17.
  23. ^ a b c d e Bettenhausen, Kennedy & Mielke 2008, p. 80.
  24. ^ a b Sega 2007, p. 19.
  25. ^ "Interview With the Creator of Sonic Adventure". Official Dreamcast Magazine (US). No. 1. Imagine Media. August 1999. p. 21. Retrieved 28 November 2015.
  26. ^ a b Lomas, Ed (December 2000). Chrismas, Warren (ed.). "Sonic Team Player". Official Dreamcast Magazine (UK). No. 14. Dennis Publishing. p. 35. "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".
  27. ^ 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.
  28. ^ . Electronic Gaming Monthly. Archived from the original on March 30, 2004. Retrieved November 18, 2017.
  29. ^ Orry, James (21 April 2006). . VideoGamer. Candy Banana. Archived from the original on 4 March 2017. Retrieved 24 February 2017.
  30. ^ Quinn, Rodney (20 April 2006). . Ars Technica. Wired Media Group. Archived from the original on 4 March 2017. Retrieved 24 February 2017.
  31. ^ a b Gantayat, Anoop (20 April 2006). "Nights Set For Revolution?". IGN. Ziff Davis. Retrieved 24 February 2017.
  32. ^ Seff, Micah (4 January 2007). . IGN. Ziff Davis. Archived from the original on 27 February 2012. Retrieved 24 February 2017.
  33. ^ a b c d e Chamberlain, Chad (20 November 2007). "Gamespeak: Nights: Journey of Dreams". CBS News. Archived from the original on 11 March 2017. Retrieved 1 December 2007.
  34. ^ a b c d e f . NGamer. Computer and Video Games. 20 April 2007. Archived from the original on 29 April 2007. Retrieved 23 April 2007.
  35. ^ Casamassina, Matt (10 May 2007). "NiGHTS: Journey of Dreams Interview". IGN. Ziff Davis. Retrieved 25 February 2017.
  36. ^ NGamer staff (2007-04-20). . NGamer. Archived from the original on June 10, 2008. Retrieved 2007-12-21.
  37. ^ James Mielke (2007-11-08). . 1UP.com. Archived from the original on July 1, 2016. Retrieved 2007-12-21.
  38. ^ a b Sega 2007, p. 21.
  39. ^ . Video Game Music Online. 17 March 2014. Archived from the original on 4 April 2016. Retrieved 22 February 2017.
  40. ^ a b c d e Napolitano, Jayson (12 January 2010). . Original Sound Version. Archived from the original on 4 October 2015. Retrieved 22 February 2017.
  41. ^ Geradi, Matt (26 January 2017). "A bunch of soundtracks from classic Sega games just showed up on Spotify". AV Club. Onion Inc. Retrieved 23 February 2017.
  42. ^ a b "NiGHTS: Journey of Dreams for Wii". Metacritic. CBS Interactive. Retrieved 16 September 2017.
  43. ^ a b c d Bramwell, Tom (17 January 2008). . Eurogamer. Eurogamer Network. Archived from the original on 28 September 2014. Retrieved 17 February 2017.
  44. ^ a b c d e Bedigan, Louis (18 December 2007). . GameZone. Archived from the original on 3 July 2008. Retrieved 17 February 2017.
  45. ^ a b c d Villoria, Gerald (4 January 2008). . GameSpy. IGN. Archived from the original on 4 March 2016. Retrieved 17 February 2017.
  46. ^ a b c Govan, Paul (22 January 2008). . GamesTM. Imagine Publishing. Archived from the original on 7 September 2011. Retrieved 17 February 2017.
  47. ^ a b c d e f Bozon, Mark (18 December 2007). . IGN. Ziff Davis. Archived from the original on 13 January 2016. Retrieved 17 February 2017.
  48. ^ a b c . Jeuxvideo.com (in French). Webedia. 23 January 2008. Archived from the original on 4 March 2016. Retrieved 17 February 2017.
  49. ^ a b Scullion 2008, p. 82.
  50. ^ Scullion 2008, pp. 82–83.
  51. ^ . GamesTM. Imagine Publishing. 23 August 2010. Archived from the original on 6 April 2016. Retrieved 11 February 2012.
  52. ^ Romano, Sal (July 22, 2019). "Sega trademarks 'Nights Dream Wheel' in Japan". Gematsu. Retrieved 22 July 2019.
  53. ^ "Nights Dream Wheel from SEGA turns out to be a casino slot machine". mynintendonews. 29 June 2021. Retrieved 29 June 2021.

Bibliography

Notes

  1. ^ Japanese: ナイツ 〜星降る夜の物語〜, Hepburn: Naitsu: Hoshifuru Yoru no Monogatari (Nights: The Story of a Starry Night), stylised as NiGHTS: Journey of Dreams

External links edit

    nights, journey, dreams, action, video, game, developed, sega, studios, published, sega, sequel, 1996, sega, saturn, title, nights, into, dreams, released, japan, north, america, december, 2007, australia, europe, following, month, story, follows, children, wi. Nights Journey of Dreams a is an action video game developed by Sega Studios USA and published by Sega for the Wii The sequel to the 1996 Sega Saturn title Nights into Dreams it was released in Japan and North America in December 2007 and in Australia and Europe the following month The story follows two children William Taylor and Helen Cartwright who enter a dream world called Nightopia When their nightmares come to life they enlist the help of Nights an exiled Nightmaren as they journey through Nightopia to stop the evil ruler Wizeman from escaping into the real world Nights Journey of DreamsEuropean cover artDeveloper s Sega Studios USAPublisher s SegaDirector s Takashi IizukaProducer s Takashi IizukaDesigner s Takashi IizukaProgrammer s Takeshi SakakibaraArtist s Kazuyuki HoshinoComposer s Tomoko SasakiNaofumi HatayaPlatform s WiiReleaseJP 13 December 2007 2 NA 18 December 2007 1 AU 24 January 2008 3 EU 25 January 2008 4 Genre s ActionMode s Single player multiplayerAs 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 boss battles soundtrack and special effects but criticised its controls camera aesthetics and aspects of its gameplay Despite the mixed reception Iizuka said that he would be interested in making a third Nights game should Sega commission one Contents 1 Plot 1 1 Setting 1 2 Synopsis 2 Gameplay 3 Development 3 1 Prelude 3 2 Design 3 3 Audio 4 Reception 5 Legacy 6 References 7 External linksPlot editSetting edit 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 edit 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 edit nbsp Nights flying through one of the children s dreams The main gameplay objective is to fly through rings and free bird like Nightmaren which will provide the keys required to unlock the next level Nights Journey of Dreams is split into seven levels The levels are distributed equally between the two children characters three are unique to Will three to Helen and both share a final boss stage 9 Gameplay is centred around controlling Nights flight along a predetermined route through each level resembling that of a 2D platformer or a racing game 10 11 In each level players initially control Will or Helen but will later on assume control of Nights 12 The player may collect various pick ups while exploring the level on foot 12 but will be pursued by Awakers which will awaken the player character and end the game should three of them come into contact at once 13 The main objective of the game is to fly through rings and capture bird like Nightmaren who possess keys that unlock a series of cages There are three cages in each level and all must be unlocked within a set time before the player can proceed 14 Each collision with an enemy subtracts five seconds from the time remaining and if the time runs out the game will end prematurely 12 While flying Nights can use a boost to travel faster but the boost meter is slowly depleted while doing this If it is fully depleted the player will no longer be able to use boosts 15 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 artificial life system feature from its predecessor returns in Journey of Dreams known as My Dream 19 This feature revolves around the player raising entities called Nightopians and keeping track of their moods 20 My Dreams connects with the Wii s Forecast Channel which will change the weather conditions in the player s My Dream world according to real world forecasts 5 Cosmetic changes are visible every month for example in February Nightopians hold a giant dragon for the Chinese New Year whereas in December they are dressed as Father Christmas 21 Players may visit other players My Dreams through the Nintendo Wi Fi Connection In order to increase the population in a My Dream Nightopians must be captured in the game s story mode 20 If there are more Nightopians than Nightmarens in the player s My Dream then the environment will look more like Nightopia and if there are more Nightmarens the landscape will change accordingly 22 Journey of Dreams features four different control options the Wii remote as a standalone controller the Wii remote in combination with the Nunchuk the Classic Controller and the GameCube controller 11 17 23 If the Wii remote is used by itself Nights flight is controlled by pointing it at the screen 18 Additionally the game offers two multiplayer modes Battle Mode and Speed Mode the latter of which is playable only online via Nintendo Wi Fi Connection 24 Battle Mode allows two local players to battle each other by using a splitscreen 12 and Speed Mode revolves around players competing in races against online opponents 24 Development editPrelude edit 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 edit nbsp The game s setting was designed to be more akin to England particularly London Bellbridge s clock tower left bears a striking resemblance to Big Ben right 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 34 Originally the game had a full free roaming 3D flight system but Iizuka thought it was too complex and not as fun as the core flight element featured in the original game 33 Iizuka thought the most difficult challenge of the development process was keeping the game s flight mechanics fun while building upon elements of the original game 33 To recreate the experience the team tested a variety of controller schemes which included the Wii remote and Nunchuk the GameCube controller and the Classic Controller the latter two left for players who preferred using a traditional controller configuration 5 34 Initially the game used the Wii remote by having the player point it at the screen but the team discovered that its motion sensors would not pick up small movements so Iizuka created an alternative hybrid motion pointer system which he believed would retain the game s fun to fly experience 33 In a retrospective interview Iizuka said that the entire game was created from scratch and used a new engine specifically designed for the Wii 34 The original character designer of Nights into Dreams Naoto Ohshima had left Sega by the time its sequel was under development with Kazuyuki Hoshino being placed in charge of character design for Journey of Dreams 36 Takashi Iizuka the lead game designer felt that with Hoshino they captured the style used for the character in the original game 37 Sonic Team decided to give all characters in the game voices as Iizuka believed that full dialogue helps add depth to both the story and gameplay 5 With Nights already designed as an androgynous character 23 the team wanted to leave impressions regarding gender up to the player despite Nights being voiced by actress Julissa Aguirre who portrayed the character with a British accent This is because the team designed the Nights franchise to have a distinctly British style in contrast to Sonic the Hedgehog which was designed to be more American Thus Bellbridge the game s main setting closely resembles London and all of the game s characters have English accents 17 5 The development team consisted of 26 members of Sonic Team in the United States while all sound work and CGI was developed in Japan 5 Audio edit 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 editReceptionAggregate scoreAggregatorScoreMetacritic69 42 Review scoresPublicationScoreElectronic Gaming Monthly7 10 23 Eurogamer7 10 43 GameSpot7 5 10 14 GameSpy nbsp nbsp nbsp nbsp nbsp 45 GamesTM65 46 GameZone8 10 44 IGN6 10 47 Nintendo Life7 10 6 Nintendo World Report7 10 15 Official Nintendo Magazine79 11 Jeuxvideo com13 20 48 VideoGamer com7 10 18 UGO Networks5 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 6 15 44 45 47 49 Chris Scullion from the Official Nintendo Magazine thought the game design had all the speed and charm of the original and enjoyed its lush atmosphere and landscapes 49 Kevin VanOrd of GameSpot also appreciated the game s artistic design visual dreaminess and elegance and Gerald Villoria of GameSpy liked the game s colourful and vibrant levels 45 Nintendo Life s Anthony Dickens praised the general visual style of the game noting that its boss battles in particular ooze with bright and exotic colours 6 Despite the general praise of the game s colourful palette some critics viewed the aesthetics unfavourably GameZone s Louis Bedigan felt that Nights Journey of Dreams lacked the eye popping effects of other contemporaries such as Super Mario Galaxy 2007 and The Legend of Zelda Twilight Princess 2006 and Dickens opined that the game s cutscenes were more akin to PlayStation 2 titles 44 6 Tom Bramwell from Eurogamer felt that the environments looked like they were from 1996 despite the attempts made to distract the player from the game s simple premise 43 Paul Govan of GamesTM found that the game engine struggled to match the cutscene s visual fluidity with its actual gameplay and expressed disappointment that Wii owners would be unfazed by its graphical prowess unlike Sega Saturn owners at the time of the original Nights into Dreams release 46 Dickens thought the game was graphically rushed by Sega and speculated that it was cobbled together quickly by artists who had focused too much on designing the game s introduction sequence Adam Rosenberg from UGO Networks found the graphics to be a disappointment saying that its environments were drab considering it was based on the dreams of twelve year old children and also noticed frame rate issues 12 Likewise two reviewers from Electronic Gaming Monthly Shane Bettenhausen and Sam Kennedy thought the 3D was amateurish and suffered from basic issues including uneven graphics and unskippable cutscenes 23 Some reviewers criticised various aspects of gameplay in particular the lack of checkpoints 11 12 23 43 47 Scullion noted how the game retained its old school feeling despite being aimed at a new audience and disliked its die retry style of gameplay which he considered old fashioned 11 Mark Bozon from IGN similarly criticised the game s tendencies to make the player restart an entire level upon death calling it a momentum killer 47 and Rosenberg said the automatic restarts were the game s worst offender 12 Most reviewers praised the eccentricity and fun factor of the boss battles 6 44 45 VanOrd believed they were enjoyable and memorable and Jeuxvideo com s reviewer liked the bosses appearances and originality but found defeating them more than once in each world repetitive 14 48 In contrast Bramwell thought that the game s boss characters channelled a mix between Tim Burton and CBeebies and Bozon felt that boss battles did not blend well with the main story since they were in self contained arenas 43 47 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 editIn 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 amp Casino posted a screenshot of the machine on their twitter 53 References editCitations NiGHTS Journey of Dreams overview US IGN Ziff Davis Archived from the original on 10 October 2017 Retrieved 10 October 2017 NiGHTS Journey of Dreams overview Nintendo Life Gamer Network 16 March 2012 Archived from the original on 2 July 2017 Retrieved 10 October 2017 NiGHTS Journey of Dreams release Nintendo World Report Archived from the original on 10 October 2017 Retrieved 10 October 2017 NiGHTS Journey of Dreams overview UK IGN Ziff Davis Retrieved 10 October 2017 a b c d e f g h Taylor Mike 5 December 2007 Interview Takashi Iizuka Talks NiGHTS Nintendo Life Archived from the original on 3 March 2016 Retrieved 22 February 2017 a b c d e f g h Dickens Anthony 28 December 2007 Review NiGHTS Journey of Dreams Nintendo Life Archived from the original on 7 September 2015 Retrieved 17 February 2017 Sega 2007 pp 4 5 Famitsu staff 2007 p 50 a b c Hardcore Gaming 101 NiGHTS into Dreams Hardcore Gaming 101 Archived from the original on 20 December 2016 Retrieved 23 February 2017 Official Nintendo Magazine staff 2007 p 26 a b c d e f Scullion 2008 p 83 a b c d e f g h i j Rosenberg Adam 6 March 2008 Nights Journey of Dreams Review This dreamy Wii exclusive is quite the mind trip UGO Networks Hearst Corporation Archived from the original on 6 March 2008 Retrieved 17 February 2017 a b Sega 2007 p 14 a b c d e f VanOrd Kevin 18 December 2007 NiGHTS Journey of Dreams Review GameSpot CBS Interactive Archived from the original on 21 August 2015 Retrieved 17 February 2017 a b c Metts Jonathon 6 January 2008 NiGHTS Journey of Dreams review Review Nintendo World Report Archived from the original on 16 February 2017 Retrieved 24 February 2017 Sega 2007 p 15 a b c Nair 2008 p 50 a b c d Yin Poole Wesley 16 January 2008 NiGHTS Journey of Dreams review VideoGamer com VideoGamer com Candy Banana Archived from the original on 4 March 2017 Retrieved 27 February 2017 Nights Journey of Dreams overview in Japanese Sega Archived from the original on 12 January 2008 Retrieved 23 February 2017 a b Sega 2007 p 16 Barker Sammy 4 February 2008 The Secret Of The NiGHT S Nintendo Life Retrieved 23 February 2017 Sega 2007 p 17 a b c d e Bettenhausen Kennedy amp Mielke 2008 p 80 a b Sega 2007 p 19 Interview With the Creator of Sonic Adventure Official Dreamcast Magazine US No 1 Imagine Media August 1999 p 21 Retrieved 28 November 2015 a b Lomas Ed December 2000 Chrismas Warren ed Sonic Team Player Official Dreamcast Magazine UK No 14 Dennis Publishing p 35 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 Joao 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 Afterthoughts Sonic Heroes A candid chat with Sonic Team s lord of the rings Electronic Gaming Monthly Archived from the original on March 30 2004 Retrieved November 18 2017 Orry James 21 April 2006 SEGA s NiGHTS heading to Revolution VideoGamer Candy Banana Archived from the original on 4 March 2017 Retrieved 24 February 2017 Quinn Rodney 20 April 2006 Could it be true a NiGHTS sequel on the Revolution Ars Technica Wired Media Group Archived from the original on 4 March 2017 Retrieved 24 February 2017 a b Gantayat Anoop 20 April 2006 Nights Set For Revolution IGN Ziff Davis Retrieved 24 February 2017 Seff Micah 4 January 2007 NiGHTS Sequel Wii bound IGN Ziff Davis Archived from the original on 27 February 2012 Retrieved 24 February 2017 a b c d e Chamberlain Chad 20 November 2007 Gamespeak Nights Journey of Dreams CBS News Archived from the original on 11 March 2017 Retrieved 1 December 2007 a b c d e f NGamer exclusive Nights Journey of Dreams interview NGamer Computer and Video Games 20 April 2007 Archived from the original on 29 April 2007 Retrieved 23 April 2007 Casamassina Matt 10 May 2007 NiGHTS Journey of Dreams Interview IGN Ziff Davis Retrieved 25 February 2017 NGamer staff 2007 04 20 NGamer exclusive NiGHTS Journey of Dreams interview NGamer Archived from the original on June 10 2008 Retrieved 2007 12 21 James Mielke 2007 11 08 NiGHTS Journey of Dreams Takashi Iizuka interview from 1UP com 1UP com Archived from the original on July 1 2016 Retrieved 2007 12 21 a b Sega 2007 p 21 Jun Senoue profile Video Game Music Online 17 March 2014 Archived from the original on 4 April 2016 Retrieved 22 February 2017 a b c d e Napolitano Jayson 12 January 2010 A Blast From The Past Tomoko Sasaki and Naofumi Hataya NiGHTS Interview Original Sound Version Archived from the original on 4 October 2015 Retrieved 22 February 2017 Geradi Matt 26 January 2017 A bunch of soundtracks from classic Sega games just showed up on Spotify AV Club Onion Inc Retrieved 23 February 2017 a b NiGHTS Journey of Dreams for Wii Metacritic CBS Interactive Retrieved 16 September 2017 a b c d Bramwell Tom 17 January 2008 NiGHTS Journey of Dreams Eurogamer Eurogamer Network Archived from the original on 28 September 2014 Retrieved 17 February 2017 a b c d e Bedigan Louis 18 December 2007 NiGHTS Journey of Dreams Review GameZone Archived from the original on 3 July 2008 Retrieved 17 February 2017 a b c d Villoria Gerald 4 January 2008 NiGHTS Journey of Dreams review GameSpy IGN Archived from the original on 4 March 2016 Retrieved 17 February 2017 a b c Govan Paul 22 January 2008 NiGHTS Journey of Dreams review GamesTM Imagine Publishing Archived from the original on 7 September 2011 Retrieved 17 February 2017 a b c d e f Bozon Mark 18 December 2007 NiGHTS Journey of Dreams Review IGN Ziff Davis Archived from the original on 13 January 2016 Retrieved 17 February 2017 a b c Test Nights Journey Of Dreams sur Wii Jeuxvideo com in French Webedia 23 January 2008 Archived from the original on 4 March 2016 Retrieved 17 February 2017 a b Scullion 2008 p 82 Scullion 2008 pp 82 83 Sonic Team s Takashi Iizuka wants to make NiGHTS 3 Knuckles Chaotix 2 GamesTM Imagine Publishing 23 August 2010 Archived from the original on 6 April 2016 Retrieved 11 February 2012 Romano Sal July 22 2019 Sega trademarks Nights Dream Wheel in Japan Gematsu Retrieved 22 July 2019 Nights Dream Wheel from SEGA turns out to be a casino slot machine mynintendonews 29 June 2021 Retrieved 29 June 2021 Bibliography Bettenhausen Shane Kennedy Sam Mielke James January 2008 Ford Greg Pfister Andrew Hsu Dan eds Reviews Nights Journey of Dreams Electronic Gaming Monthly No 224 Chicago Ziff Davis p 80 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 Dreamsinstruction manual Nintendo pp 3 21 Notes Japanese ナイツ 星降る夜の物語 Hepburn Naitsu Hoshifuru Yoru no Monogatari Nights The Story of a Starry Night stylised as NiGHTS Journey of DreamsExternal links editOfficial website Portal nbsp Video games Retrieved from https en wikipedia org w index php title Nights Journey of Dreams amp oldid 1182954228, wikipedia, wiki, book, books, library,

    article

    , read, download, free, free download, mp3, video, mp4, 3gp, jpg, jpeg, gif, png, picture, music, song, movie, book, game, games.