RETROCADE RETROCADE
0
RETROCADE arcade machines, virtual pinball, racing simulator and parts banner

Nivalis Nights makes an immediate impression. From a top-floor apartment, the city stretches out beneath rain-streaked windows, with colourful neon reflected across a vast cyberpunk skyline. Beyond that beautiful view, however, Nivalis is dealing with a murderer, an oppressive megacorporation, security bots enforcing a curfew and a protagonist struggling under debt. One particularly memorable resident even threatens to share a recipe called “Go Fuck Yourself Pie”.

That mixture of stylish science fiction and grimy everyday problems is a strong starting point. Developed by ION LANDS as a follow-up to Cloudpunk, Nivalis Nights combines restaurant management, life-sim systems and visual-novel storytelling. After several hours, though, its many ambitions feel packed together too tightly. The result is an attractive but overwhelming opening that often seems to move on before its ideas have time to develop.

A screenshot of Nivalis Nights showing the city at night.

One of the first obstacles is Ava, an automaton without a conventional body. She apparently exists inside the player character’s mind, where she provides tutorials and conversation. Her exact explanation for that arrangement is easy to lose track of, partly because her presence quickly becomes intrusive.

Ava can interrupt without warning, taking over the entire screen and preventing movement until her dialogue is finished. A simple trip to the market to restock ingredients can therefore turn into another forced conversation. A phone message, a small notification or a less disruptive telepathic prompt might have kept the guidance from breaking the flow of exploration.

At least Ava’s lack of a physical form means there is one fewer character model to examine. The voxel-built city and its surrounding environments are impressively detailed, but the people inhabiting them use a comparatively conventional 3D style. Their designs, including some notably awkward outfits, do not match the distinctive look of the world around them.

A screenshot of Nivalis Nights showing an NPC.

This visual mismatch matters because Nivalis Nights spends a surprising amount of time functioning as a visual novel with fetch quests. Conversations and character encounters are frequent, so the models remain on screen often. The game does include romance, although the early character presentation does little to encourage pursuing it. By contrast, the occasional pixel-art portraits are excellent and would have been welcome more often.

The restaurant systems are more convincing. There is a substantial selection of ingredients and a useful range of recipes to create with them. Unlocking new dishes and improvements provides a satisfying sense of progress, even if the day-to-day work can become repetitive. Helping staff repeatedly uses the same food-processor animation, with none of the varied minigames that help keep games such as Dave the Diver and KuloNiku: Bowl Up! lively.

Even with that repetition, the early restaurant routine is enjoyable. That makes the push towards expansion particularly abrupt. Before the first venue had properly established itself, the player was encouraged to buy a second restaurant. At that point, the business was barely profitable, customers were still awarding three-star meal ratings, only two tables were available and fewer than three full in-game days had passed.

The main story has been described as lasting around 20 hours and includes 14 businesses to own. If the early push to expand is representative, players may have little opportunity to settle into any one location before the next demand arrives.

The same lack of breathing room affects the wider campaign. New quests appear while existing tasks are still unfinished, leaving a sprawling quest log that becomes difficult to organise and occupies a sizeable section of the HUD. The greenhouse and boat are both unlocked almost immediately after one another, despite each seeming substantial enough to support a longer stretch of play.

Instead, major features arrive in rapid succession and are quickly replaced by the next objective. The pace makes the game feel less like a carefully unfolding life sim and more like a constant stream of introductions. Players are shown plenty of possibilities, but rarely given enough time to appreciate one before moving on.

For readers interested in the wider arcade and gaming landscape, the RETROCADE Arcade Blog covers more industry and game features. Those considering a dedicated setup can also browse the Arcade Machine Buying Guide or explore available arcade machines.

Nivalis Nights has plenty going for it: an exceptional-looking city, an intriguing premise, solid voice acting in many scenes and an obvious willingness to attempt something ambitious. Its opening would benefit from a slower pace, fewer competing systems and a sharper sense of which ideas deserve the most attention.

A small animation error captures the problem. One early restaurant customer sits down wearing a large mask, orders a meal and attempts to eat without removing it. It is a funny oversight, but it also reflects the broader experience: there may be something worthwhile in front of you, yet the game moves so quickly that you rarely get the chance to savour it.

A guy in Nivalis Nights eating despite having a mask on.

Leave a Reply

Your email address will not be published. Required fields are marked *