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Character Chronicle: Reala

Thanks to Hamada for helping with edits.

I adore the night, and I also adore NiGHTS into Dreams, a therapeutic, addicting score attack classic. A character unlike any other, NiGHTS rises as one of my favorite protagonists in this medium. Aiming to limn everyone’s dreams, however you interpret NiGHTS’ gender – male, female, both, or neither – is perfectly valid (nevertheless, I’ll henceforth address NiGHTS with feminine pronouns for my own convenience). She also values freedom, something complemented by her affinity for flight. Unfortunately, an army of nightmarish grotesqueries perennially hunt the whimsical soul. Since today is NiGHTS’ silver jubilee, we’re tackling the most prominent of those rogues today.

Reala, seen in 1996’s NiGHTS into Dreams… (Image: SEGA)

Reala, seen in 1996’s NiGHTS into Dreams (Image: SEGA)

Something else I adore is well-realized rivalries. Seeing my favorite heroes surpass their limits, overcoming their equals is inspiring, and always has been. Sonic Team is certainly no stranger to this concept; their namesake’s accrued several rivals over the decades, and his younger, purple sibling has a foil of her own…

Reala’s History

Sonic Team began brainstorming ideas for NiGHTS into Dreams in 1994, a process that spanned six months. Its core conceit was always a character capable of flight, something producer Yuji Naka initially undergirded with a rainbow theme. But he wanted something more tangible, a setting players across the globe could appreciate and plausibly enter themselves. NiGHTS’ dream motif was then settled upon, spurring Naka to research the studies of Sigmund Freud, Friedrich Holtz, and Carl Gustav Jung. According to Naka, the “actual project development” began in April 1995. Character designer Naoto Ohshima served as another driving force on the project, creating a cast befitting of its unique premise.

Reala, seen in 1996’s NiGHTS into Dreams…

Upon meeting Reala, he says, “Beadichinoa, NiGHTS.” According to Naka, current Sonic Team figurehead Takashi Iizuka came up with the line. It means, “Come on, NiGHTS.” (Image: SEGA)

Everyone dreams and, upon doing so, enters the world of dreams, Nightopia. Unfortunately, the villainous Wizeman set his sights upon the land, creating an army of “Nightmaren” to enslave it. Among his sizable bestiary, two sit atop the pack: NiGHTS and Reala. Both are Wizeman’s “first-class” soldiers, second only to him. Having gifted both free will, Reala remains loyal to their creator while NiGHTS defects. Upon clearing the Stick Canyon stage, Reala finally confronts – and is subsequently defeated by – NiGHTS. Additionally, NiGHTS’ unlockable two-player mode pits the twins against each other, with the second player assuming control of Reala. 

Cherishing NiGHTS as “one of the most important properties” in their stable, Iizuka was always interested in making a sequel to it (one was “planned” for the Saturn, though nothing ultimately came of it). During the mid-Aughts, the opportunity finally arose. Iizuka began its six-month planning period in 2005, shortly after shipping Shadow the Hedgehog (the quality of which did not inspire confidence). With Ohshima long gone, Kazuyuki Hoshino assumed character designing duties, redesigning Wizeman and his premiere Nightmaren. Seeking to deepen its gameplay, Iizuka imbued the side-scroller with cinematics, with Casey Robertson voicing Reala. NiGHTS: Journey of Dreams nevertheless shares its predecessor’s basic premise: Wizeman’s up to no good, Reala digs it, and NiGHTS rebels. However, Reala is significantly more proactive here, constantly harassing NiGHTS and her companions. As such, his personality is explored in more detail, showing he’s a guy who delights in evildoing. Ultimately, NiGHTS overcomes her fearsome family, saving both dimensions. Journey also hosts a two-player racing mode, where the second player again controls Reala. 

Christmas NiGHTS Reala Spring Valley Claris April Fools

Arguably the series’ second most important character, Reala dutifully appears under the NiGHTS umbrella and elsewhere. (Image: SEGA)

Christmas NiGHTS, a glorified demo disc, released near the end of 1996. It hosts a wealth of nifty extras, letting players soar through the Spring Valley course as Reala on April Fools’ Day. Clearing it as him unlocks Reala for general use. NiGHTS also inspired a few adaptations: a six-issue series by Archie Comics, a few one-off mangas, and a storybook, all of which incorporate Reala. Tiger Electronics’ NiGHTS LCD game appropriately includes him as a boss. Zac, the protagonist of the 1997 comedy Paws, keeps a poster of NiGHTS and Reala in his bedroom. Soon, Sonic Team began honoring NiGHTS in their flagship series, starting with a pinball minigame in 1998’s Sonic Adventure. Reala’s rule over Stick Canyon is recreated in Sonic Pinball Party. More recently, a Journey-inspired Reala appears in Sonic Lost World’s NiGHTS-themed DLC, the now-defunct Sonic Runners, Archie’s “Worlds Unite” crossover, the Game Gag 1P SEGA-hen manga, and the NiGHTS Dream Wheel slot machine. Occasionally, Reala competes alongside his sibling in crossovers, doing so in SEGA Superstar Tennis and All-Stars Racing Transformed. Recently, the fellow even scored a luxurious figure in his likeness, the latest merchandise honoring Reala.

So, what’re my thoughts on Reala?

Sonic Adventure introduced me to NiGHTS, sampling its inhabitants and picturesque landscapes. Only a few characters cameo here, all of whom were intriguing. A couple of kids, a lumpy fairy, neon serpent, devil-like deity… and an anti-NiGHTS. Behind NiGHTS herself, he was the most eye-catching of the group. There was plenty you could parse about him from his design alone, and I was eager to experience his villainous endeavors firsthand someday. 

NiGHTS Journey of Dreams Reala birds William Taylor Owl

Although the titular star is Naka’s favorite NiGHTS character, he’s also partial towards Reala and Wiseman. Both helped flesh out the game’s universe. (Image: SEGA)

Visually, Reala’s place in Wiseman’s hierarchy and relation to NiGHTS is conveyed at a glance. Both harlequins have humanoid builds, sophisticated anatomy unique to them. But where NiGHTS looks inviting, flamboyant, and mellow, Reala looks violent and creepy. Both wear jester hats, but Reala’s is crooked, like he is. The rest of his clothing is equally harsh, highlighting bold reds and blacks. NiGHTS is lithe, while Reala is muscular, implying his more aggressive nature. Augmented by his black makeup, corpse-like skin, and sickly yellow nails, there’s a sinister aura to Reala. Unfortunately, his Journey of Dreams revamp obscures or ignores much of this. His cap is sanitized, losing its more jagged angles and darker shades. Superfluous armor covers Reala, pointlessly complicating his design (what’s up with the flame decal?). Goofy, unnecessary splotches adorn his pale body. Reala’s “Persona mask” is especially jarring, covering his piercing face (it carries plot significance and complements his new gold accents, sure, but that hardly justifies neutering Reala’s image). He even got a manicure, losing the brazen yellow nails in favor of a muted pink. 

Speaking of Journey of Dreams, it fails to capitalize on Reala in nearly every conceivable way. In the Saturn original, there admittedly isn’t much to him; he opposes NiGHTS just once. But Reala does uniquely bear an introductory cutscene wherein he taunts NiGHTS. The fight itself is perfectly serviceable, with into Dreams doing its best to convey its magnitude, showing scenery get demolished when Reala gets hit. These details fit his theatrical facade, while establishing his significance. If NiGHTS must entertain Iizuka’s desire for narratives, exploring Reala and NiGHTS’ relationship is an interesting avenue. She flies solo, valuing independence, while the rigid Reala follows and spreads Wiseman’s draconian rule. Since both siblings took opposite paths, explore the repercussions. Are they upset with each other, struggling with feelings of betrayal? Are they trying to reason with each other? Answering these questions should’ve been a priority, the backbone of their dynamic, yet Journey barely touches upon them. 

NiGHTS Journey of Dreams Reala William Taylor and Helen Cartwright Bellridge

In fairness, however, Reala does make a poignant observation here, challenging NiGHTS’ reliance on using kids. It’s a rare time where his presence in Journey actually carries weight. (Image: SEGA)

Even aside from that, the sequel’s utilization of Reala is lackluster, bordering on comical. He’s framed as a threatening presence, one most people fear. In practice, he feels almost inconsequential; most of his screen time is spent futzing around, casually chatting with everyone, and sticking NiGHTS in near useless cages. Only twice does Reala muster the ambition to directly confront her, and rather than actually fight, they play glorified games of dodgeball. 

On paper, Reala has everything necessary to make for a great, enduring character. His into Dreams design is excellent, and if modern NiGHTS games require elaborate cutscenes, there’s a wealth of potential in exploring the jesters’ sibling rivalry. Unfortunately, while the two occasionally cameo elsewhere, their series remains in hibernation. Honestly, this isn’t an awful fate; it keeps NiGHTS’ frontmen visible, a reminder of their place in the SEGA empire. And who knows, dreams can happen. SEGA has repeatedly expressed interest in reviving dormant properties, with several – Alex Kidd, House of the Dead, and Streets of Rage, among others – making comebacks. Here’s hoping Iizuka gets to helm a third (and substantially better) NiGHTS someday.

Congratulations, Reala! There is no NiGHTS!

NiGHTS Journey of Dreams Reala Wizeman the Wicked opening

I commemorated Sonic’s anniversary last month, and one more celebration is coming up later this week. It’ll drive you bananas! (Image: SEGA)

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