![]() Nightmare After Christmas.īut there are fail states and pseudo-scripted deaths, tiresome chase sequences with obscure finish lines, groan-worthy combat sections, and terrifying sentient mannequins that you can only ward off with a wobbly flashlight (and sometimes not even then). Whilst it's refreshing to face challenges content to let you problem-solve in your own sweet time without the need for prompts or yes-you-can-interact-with-this item radiance, occasionally you'll find the utter lack of signposting more taxing than teasing, while others - such as TV teleportation, and a delicious maze sequence towards the end - are pure genius. Yes, it's exhilarating when you finally scrape through, but success shouldn't come down to sheer luck, should it? But a couple of sequences are maddeningly hard to get through I suspect I now know a particular section of the school better than my child's face, so often did I have to replay it. I know it's to enhance the dread that permeates everything, a way to imbue the player with a little of the panic coursing through Mono, that the weird angles and skewed perspectives carefully and calculatingly conspire to make you feel worse. The control scheme feels more like a game of Twister than anything remotely intuitive, and though brandishing weapons is intentionally unwieldy, the delay between hitting the button and swinging the weapon is outrageously imprecise, particularly at later stages when combat requires precision that's laborious to pull off. ![]() The 2.5D perspective is ripe for showcasing those terrifically terrifying environments, but it makes for clumsy, off-kilter platforming, particularly in chase sequences that saw me all too often career into doorframes rather than doorways. While the puzzling is a tad different in the sequel - Mono has Six to help them out, after all, and this time you can periodically fight back at the things that want to squish you like a spider - the issues that plagued the first game linger on. As a spectator, Little Nightmares is achingly perfect as a player, however, its clumsy platforming and opaque signposting make for an infuriating experience. I fell for the debut game's striking, dream-like design and grim tale completely and utterly, but it was an adventure I simultaneously loved and loathed. There's not another studio that so flawlessly tickles my penchant for the macabre, and no other series where every single vignette is a pixel-perfect masterpiece. In this regard, I reckon Little Nightmares is peerless. ![]() And though the set-pieces are different and the streets are cold and empty - no, there are no enormous, pallid faces scrambling to gobble you down their gullets this time around - it feels instantly familiar, too. While we're no longer traversing the lilting corridors of The Maw, it's a grim backdrop nonetheless, where hooks and nooses and bodies hang limply from the ceiling, broken TV sets litter the ground, and bright toys sit expectantly in spotlights, baiting unsuspecting children. Nary a word is exchanged between them - occasionally they'll call softly to each other - but it's a partnership that feels extraordinary from the off, a friendship forged in fear and an unfaltering determination to survive.īut beyond navigating this warped world as a duo rather than in isolation, there's comparatively little else that's new in Little Nightmares 2. In this second instalment, however, she's accompanied by a partner, and it's this friend - nicknamed Mono, although you're never formally introduced - that you'll inhabit for this adventure. When we first met Six, the tiny, solitary figure of Tarsier Studio's first Little Nightmares offering, her world echoed with the flat sounds of her lonely, wet footsteps.
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