
NIGHT IN THE WOODS is an adventure game focused on exploration, story, and character, featuring dozens of characters to meet and lots to do across a lush, vibrant world.
Most likely between $3.9M and $10.9M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $19.99 | 95% | approximately $6.4M |
| PlayStation | $19.99 | 93% | — |
| Xbox | $19.99 | 90% | — |
| Nintendo | $19.99 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 974 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Gasa un botto, l'atmosfera è molto carina e le colonne sonore spaccano. Se volete godervi una storia centrata sulla psicologia dei personaggi con qualche pizzico di mistero questo è il gioco che fa per voi
just the right amount of depression and spooky
I relate with Mae, people sometimes suck, you sometimes suck and life definitely sucks.
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为了全成就打了三周目,感觉好像看懂了又好像很多东西都没懂。(此篇只评论剧情和个人游玩感受不涉及任何创作者相关) 一周目打了民间汉化补丁,其实翻译得挺好的,很多俚语包括诗歌和笔记翻译得都很本地化,但有的地方还是有种说不上来怪怪的感觉,于是乎二三周目玩的都是原版的英文。 不如说英文版玩起来其实更好理解一点,特别是Selmers的诗歌,意思其实直白,但是一翻译成中文就会感觉文绉绉的。而且因为汉化翻译的时候是直指人名的(人名其实不音译直接用英文感觉还更好一点)省去了很多人称代词,以至于我玩到很快中期才意识到几个主角的性别这点真的很bad了。 [spoiler] 还有Bea送Mae回家时,Mae哭着对Bea说你以前都会叫我Mayday的,后面Bea在Mae睡着后真的就说了“GN Mayday”[/spoiler]这里明明是两人情感开始稍稍缓和的表现,汉化组没有翻译出来真的好可惜。 再是关于剧情,分了Gregg线和Bea线。一周目玩的是Bea线个人也更喜欢这条线。比起gregg感觉这边更真实细腻,特别是讲到过往的一些事时。可能同为女生会更能理解那种恐惧和不安,而且明明有着自己的梦想但是却过早的认清现实,曾经拥有的所有东西都随着母亲的离去一并消失了,所以才不得以筑起高墙把自己的内心封锁起来,充满棱角来保护那个无助脆弱的自己。反观每次和gregg外出,感觉就是bro来bro去的,[spoiler]还有你们南通那点事我不是很想参合。[/spoiler] 同样作为最后一次外出都是爆发矛盾的剧情,Bea这边是真真切切能感受到她的窘迫以及Mae说的话是多不合时宜,所以后面Mae去找Bea以及后面互相谈心时的对话我觉得真的写得很好。你嗤之以鼻的东西或许正是别人每天晚上做梦都想梦见的东西,正如河里橘红色的石头一直仰望着地上颜色正常的石头一样,梦寐以求却始终得不到。一辈子在追赶那些遥不可及的东西,回过头来发现自己其实一直停留在原地。但是所幸的是她们一并被困在琐事里,可以互相支持。两个人之后言归于好也让人非常感动和开心。最好的梅梅碧碧! [spoiler]但是!反观Gregg这边真的看得我有点火大,我的反应和一开始的Mae是一样的。你们小情侣吵架冷战能不能不要带上我,最让我火大的还是Gregg那句“YOU HAVE TO LET ME CHANGE" What do you mean *I* have to let *YOU* change?!如果你们一开始就有自己的计划那就直接说出来不就好了,之前也问过为什么upset但Gregg也不说,直到Angus忍无可忍了才和Mae坦白,而且Angus后面说的话好像是Mae回来把Gregg又带坏了一样。我Mae回来找朋友叙旧在你们眼里看来就是妨碍了你们的生活一样,还把责任推到我身上,这真的是朋友吗?但是最后善良的mae还是选择原谅了他们并且把之前一起做的机器人从gregg家丢了(只是因为Angus不喜欢),最后那句goodbye加上人物剪影显得Mae更落寞了。这么一对比我甚至觉得Germ都好过他俩。[/spoiler]也没有说因此讨厌Gregg和Angus,后面大家挺身而出的时候还是很感动的(还有Angus开心的时候竖耳朵真的很可爱哈哈) 但其实玩下来里面的几位主角我都不太能代入,Mae人很好但是太调皮任性了有时候甚至有点鲁莽,Bee虽然温柔细腻但有时候又太丧和mean了,另外两位男生就更不用说了。好几次在选安慰Bea的话时连自己都觉得好假,我只是个旁观者看着他们的故事而已。可能唯有一点和他们一样的是我也很迷茫,所以玩下来给我整体感受更多的是发生在角色们之间事和对话,而不是关于负鼠泉这个小镇背后的历史和故事。“Save the happiness for when we r good”,希望我也能找到属于我的音乐和披萨。 最后R.I.P CASEY
Угрииииииииииииии.........
I would give this a "meh" if I could. I genuinely do not understand the hype for this game. I started it when I first bought it and decided to DNF it. Then I went back to finish it and regretted wasting my time. The good: The soundtrack's rad. The art is well done. I can *almost* see why people look past the gameplay for these alone. The meh: The story is loose. I'm not even sure we can call it a story. While there's an attempt at an overarching narrative, the game is much more about sort of wandering around talking to people about the minutiae of their lives (common enough to the genre, to be fair), followed by a plot that shows up once every few days to drop some vibes on you. The overarching narrative then attempts to have an ending you might find interesting, though I agree with other posters that it's not as well developed as other elements of the game. So if you wanted to play it for the overarching plot, I fear that's not the point of this game. That plot, if anything, feels intrusive to the character stories. If you're playing it for specific characters, you'll have better luck, I think. Maybe if you find the characters interesting or relatable in the first few days of the game, you'll get more out of it, but I didn't find them particularly compelling. Plus, chasing down any of the side plots feels like a huge chore, so no points to be won there, either. I think if you're not hooked on any characters by Harfest, this game isn't for you (or me). The bad: The gameplay. This is an excellent art piece, an okay story, and an absolutely garbage game. It's unclear to me why this is a game and not a graphic novel or animated series or really any other form of media. The point of making a game is that you can have interactive elements that can add something. The interactive elements in NITW, however, actually detract from the story. I felt like I was slogging through the same 7ish screens over and over again to get any tidbits of story (applies to overarching plot AND character development), wasting my time looking at the same art (cool the first time, boring the 50th) over and over as I held down left or space. With a few standout exceptions, the mini-games felt like a chore. The dream sequences were all too repetitive and added very little to the story, since they're all the same structure and feel. And this was a running theme: there were 5 or 6 dream sequences where 1 would have sufficed to create the right vibes. When you need to break something, you have to hit it with a bat 10 times instead of 3. Most of the achievement involve doing 1 action repeatedly, without necessarily rewarding novel exploration. It's as if the gameplay sets out to bore you, and at least in my case, succeeds. What is the point of having interactive elements when they don't seem to actually add anything to the experience of the actual narrative? Why not make this some other form of media that doesn't involve me pressing the interact button a hundred thousand times? Is it *artistically* interesting that you can get bored of walking through the same screens, just like some of the characters living in the town probably do? Sure. But the player is not a town resident; they are someone trying to enjoy playing a game. Boring them to make an artistic point undermines the value of the game. And that's why I think this would have worked better as ANY other visual medium: by removing the gameplay element, you get all the benefits of making the same artistic point without the slog of the gameplay. And that's really the problem here: this is a story about a town where nothing ever really happens (except the One Time It Does), and the gameplay reflects that nothing ever really happens. Even if we dared to call that ludonarrative harmony, the problem is that makes for a REALLY boring game. "Ah, perhaps you do not like visual novels or walking simulators" - incorrect, I own a bunch of them. But there's nothing in the visual novel design handbook that says they need to be so slow that the heat death of the universe might come before anything interesting in the story does. Unlike many other visual novel games, the pace is glacial and it never picks up (unless, again, you find yourself particularly attached to one character or another), and the gameplay elements do not fill the space between narrative elements in any kind of satisfying way. As always: YMMV.
주인공인 나는 개차반인데 그런 나와 놀아주는 동네 친구들이 너무 착하다
Doesnt offer much at all in respect to other narrative games