Okay, now that we're done heaping the negativity, let's try and remember that the core of NiGHTS flight is unhindered and right as rain. It's still "on rails" but by no means inhibited. Each character, Will or Hanna, has three exclusive levels broken into five missions where the tykes can work out their inner demons. The boss stages are also as distinctive as they are delightfully nonsensical, and make for some of the most interesting challenges seen on the Wii.
The more striking and memorable stages tend to be the ones inspired by the first game, the forest, the water garden, etc. But there are some welcome additions such as the combo-birthing, ring-shitting Octopaw, as well as the new underwater Dolphin transmogrification and Rocket dash abilities which you'll need for your final encounter.
Appearances can be deceiving, and Journey of Dreams is far deeper than most will ever know. Sure, you could scrape by on D grades, but repeated play is where the game gets serious, hardcore, even. Scoring As and Bs is where the longevity sets in, shifting the attention focus from lethargic wonderment to white-knuckled precision. Focusing on the highest combo, finding hidden items and achieving the quickest time is where NiGHTS signature replayability comes in. Oh, and you'll have to perform a C grade or better in every level to unlock the last Ideya and secret ending.