Ninety-Nine Nights: Hands-on
We sink our blades into this action title ... and throngs of yowling goblins
Weekly digests, tales from the communities you love, and more
You are now subscribed
Your newsletter sign-up was successful
Want to add more newsletters?
Every Friday
GamesRadar+
Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.
Every Thursday
GTA 6 O'clock
Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
Every Friday
Knowledge
From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday
The Setup
Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
Every Wednesday
Switch 2 Spotlight
Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.
Every Saturday
The Watchlist
Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.
Once a month
SFX
Get sneak previews, exclusive competitions and details of special events each month!
Mizuguchi responded by emphasizing that he was after a "dramatic experience," something very different from his previous games (Space Channel 5, Rez, and LUMINES). He explained that this game germinated from his own impressions of the tragedies of September 11th, 2001. As Mizuguchi watched the televised news reports that day, he noticed that each news outlet had its own story based on the same event. He started thinking of these different perspectives as having "different [ideas about] justice."
As the story of Ninety-Nine Nights plays out through each of the seven playable characters, you get a glimpse of each character's perspective on their own brand of personal justice. You get to "see it from their side," says Mizuguchi, and examine how "it's all the same, it's all killing ... at one point, you play as a goblin character and you watch the humans storm your village - and it is Hell. It's Hell outside."
So it would appear that much of Ninety-Nine Nights appeal is hidden away within the dense plot and character choices. While this may not be readily apparent from brief contact with the game, our conversation with Mizuguchi has us convinced that beneath the veneer of crazy-sword-battle-action there exists a depth of story that could make this a poignant example of the horrors of war.
Weekly digests, tales from the communities you love, and more


