Some of them are tuned to perfection, with the Teacher and her elongated neck offering a chase scene like no other, complete with creaking ligaments and stretching skin. Twisted caricatures of how a child might see these people, inhabit disturbing lairs that you need to pass through. The monsters themselves, bosses whom you can never really fight one-on-one, are still brilliant. The small details that make Little Nightmares great are still there, with family portraits and innocent items offering an idea of what might have come before. This would be the monsters that lurk across all the different locations of the game, providing little hints regarding the world.
Most of the time, this isn’t a problem and can only really occur when you’re taking on the stars of the game. This can only happen occasionally as you are regularly split up from Six, which makes these instances limited.īut it can still happen and can lead to you being taken out of the moment, with the built-up suspense ebbing away.
Sometimes you can find yourself hiding, only to look over and see Six in the full glare of one of the monsters. The only downside to having a companion is that it can sometimes break the atmosphere of a situation, which is a critical part of the game. Her evolution is excellent to watch, and the subtle changes only add to the importance of her inclusion. Six’s story is just as an important as Mono’s, as you see her go from a cautious, lonely figure, to a confident and fiery friend. While this might come as a disappointment for fans, I think Six’s role runs a lot deeper than as an interactive AI. Six is key to solving some challenges, but they never require any real coordination between the two characters, beyond pressing a button or two. Mono is not alone, with Six tagging along to provide a helping hand with areas that need to be scaled.īut the way Six is used as a new way to solve puzzles doesn’t go beyond the basics. Most of the game will be spent running and hiding, much as you did with Six in the original Little Nightmares.īut the experience is different, with a more dynamic range of encounters proving to be both exhilarating to win and difficult to crack.īeing hunted through a swamp and having to duck behind boxes is an excellent change of pace from the first game and perfectly illustrates why returning fans will enjoy this version.ĭucking and diving sliding through tiny cracks, it’s all part of the Little Nightmares experience, with more to worry about and enjoy, in equal measure.Īnother way the sequel expands on the first game is by providing you with a companion. Swinging a hammer is cumbersome for a small boy, and you must time your shots correctly, or risk complete failure.Ĭracking porcelain skulls and squishing hands are all part of the game now, but those times you have power are short. Mono can feel just as powerless when trying to transverse an area filled with deep shadows and junk.īut there are critical times where Mono has the chance to even the odds, and remove his tormentors, even if it’s only for a fleeting moment.īut while you have been given a chance to fight back, it still comes with the same level of challenge as other areas. Six spent a lot of time evading her foes, which usually ended with a madcap run through twisted locations. While Mono can’t pull out a lighter from his pocket, he can climb, jump around, and cling to surfaces.īut one key area is different Mono can fight back by wielding objects. This can be seen in the new protagonist Mono, who shares most of the same abilities as Six. Little Nightmares 2 might feel like a bit of a retread, but there are enough new experiences here to enhance what the original achieved.Īnd the development team at Tarsier Studios has been careful to keep a balance between new content and depending too much on the past.