Through the Nightmares review: Sleep well or die trying

This game doesn’t focus on making you better; instead, it challenges you to improve or face the consequences. It belongs to the category of games where precision is key, and progression depends on your ability to execute flawlessly. Much like other games in this sub-genre, it has a bit of animosity towards the player, but if you persevere, it can shape you into something exceptional.

In Through the Nightmares, the concept is straightforward yet intriguing. You assume the role of Sandman, the provider of pleasant dreams. Your mission: liberate children ensnared by Morpheus, a dream deity who has distorted their dreams into horrifying jail cells they can’t escape without assistance. As you might imagine, the levels in Through the Nightmares are indeed nightmarish, taking you through ominous forests that morph into subterranean caves, spider-infested suburbs, and even a haunting, dilapidated castle – all the kinds of places where children would feel terrified.

As a gamer, I’ve been drawn into the captivating world of Through the Nightmares. The visuals aren’t overwhelmed with excessive details, but they’re smartly designed. Sandman stands out with his radiant gold hue, creating a striking contrast against the somber backdrop of eerie forests and spider-webbed structures. In fact, there are instances where the beauty is so intense that it takes my breath away, leaving me momentarily frozen, utterly mesmerized by the masterpiece crafted by the Sandman Team.

Be mindful of time, as it seems the horrors in Through the Nightmares are actively seeking your demise. The whirring blades and the spikes that rise and fall like a twisted carnival game, not to mention the boulders rolling down and the giant spiders – all these elements appear intent on taking your life. I trust you grasp the essence of my warning.

In this game, Sandman doesn’t have the ability to retaliate directly. Instead, it’s essential to dodge his attacks, as even a gentle blow will reset you to the start of the level. Fortunately, he possesses some useful tools for evasion. One key tool is his size-changing ability. Sandman can transform between being incredibly small and his full size at any moment, which comes in handy when needing to fit into tight spaces or stand on delicate objects without causing them to break. However, it’s not just about size and weight; Sandman also moves faster and jumps higher when he’s at his regular size, but he falls more gradually when he’s small. This slow fall allows for creative maneuvers such as mid-air stalls, changing direction mid-jump, stopping a jump prematurely, or using a regular jump to gain the height needed to land on an unstable platform before shrinking down to make a soft landing.

In addition to breaking through walls and floors above you given some height, you can create new routes or trigger mechanisms. Once opened or activated, these paths or mechanisms remain accessible for the rest of your level play unless timed. Essentially, this allows for the discovery of new paths and shortcuts. Expect numerous deaths in Through the Nightmares, as levels are designed with that in mind. However, finding a shortcut to a flask is an incredibly satisfying moment.

Regarding the topic of flasks, let me clarify what they are for you. In many stages or levels, you’ll find these items, which function as save points that can be placed almost anywhere upon discovery. However, they only have enough energy to revive you three times before becoming empty, forcing you back to the beginning of the level. Thus, it’s not just about deciding where to put them; you also need to consider when to place them, as there’s nothing more frustrating than having a flask but failing to use it before your demise, which means starting over from the very beginning.

Despite this, flasks (and collectibles) make levels more intricate and difficult, adding an extra layer of challenge. Although you could use a flask to reach a new checkpoint and skip the additional jumping challenges for that collectible, it’s less thrilling when you finish a level with those achievements incomplete. In fact, I found myself replaying levels just to grab a flask and complete the rest without dying. The game, Through the Nightmares, keeps a tally of every Sandman killed in real-time, which can serve as motivation to improve your performance. If this doesn’t inspire you to strive for better results, I’m not sure what will.

Experiencing the “one-hit-death, numerous deaths” aspect of Through the Nightmares can be rather frustrating due to its sometimes unbalanced difficulty level. However, the game’s performance is so impressive that it’s hard for me to stay angry with it. For instance, the environmental threats synchronize with the soundtrack, similar to Hi-Fi Rush, which is quite cool. When you finally grasp a level, you move through it like a pro, resizing at will, landing every jump flawlessly, timing each trap perfectly, and pondering how anything in this game ever caused you trouble. It may take some time to get there, but when I die, I almost always realize that the mistake was mine.

The almost load-bearing part is quite significant, though. While the platforming levels in Through the Nightmares, which are both thrilling (filled with clever mechanics that progressively get more complex and enjoyable surprises like mine carts floating around) are excellent, the gimmick levels fall short. These sections usually feature scenarios such as being pursued by a troll, fleeing from a collapsing cave, or facing “boss fights” against Morpheus where you mainly dodge the objects he hurls at you until he clears the path for your progression.

In this game, I’ve noticed a challenge: the levels seem to deviate from the fundamental philosophy that underpins the core experience. Typically, in a standard level, it’s about taking a moment to understand the mechanics, then moving forward thoughtfully. However, here, the speedy pace takes away that luxury as you’re constantly racing against time. The troll level is the epitome of this issue. After outpacing him, I plummet down a massive chasm, and he follows suit. To mitigate my momentum, I can shrink, but there are falling objects, spiky walls, and breakable floor sections to navigate – all while dodging the troll who’s tumbling around me and debris coming from behind. It’s a chaotic mess that detracts from the usual relaxed gameplay.

As a gamer, navigating through these cramped spaces while plummeting down would already be frustrating, but the fact that I can’t adjust my course easily makes it even more challenging. It’s like I have to predict where I need to be and start altering my path beforehand, or face the consequences of dying repeatedly just to learn the route. These tricky levels definitely earn an audible “Oh no” from me every time they appear on screen.

Man, I’ve got to say, it’s too bad that some parts of Through the Nightmares weren’t as captivating as the rest. But let me tell you, the game truly shines with its diverse levels, offering a fresh visual and gaming experience every time. The Sandman Team really nailed it by building upon familiar concepts in innovative ways without overdoing it.

This game isn’t a marathon – you can finish it in around five to six hours – but it’s definitely worth the playtime. It’s got a unique concept, and it fits perfectly for those quick gaming sessions. It delivers just as much fun as you put into it, and I appreciate that in a platformer like this. It might not rewrite your life story, but it could be the friendly Sandman that helps you get through some restless nights.

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2025-06-20 17:28