Little Nightmares features some of the most realistic monsters in gaming.
It’s a weird, twisted world seen through a child’s eyes, and almost everyone can relate to the unsettling feeling of an environment that doesn’t fit you in, where everything is too big or too small, and every lumbering beast or passing terror All seem ready to attack you.
Going into another sequel, I’m wondering how Little Nightmares 3 can up the ante yet again. The original Little Nightmares is a great example of a well-executed concept with limited scope but compelling direction that really resonated with a lot of people – a creepy, mind-bending, atmospheric Reptilian, haunting, creepy, dark as asphalt, without the whiff of run-of-the-mill blood.
But then Little Nightmares 2 expanded the scale and depth of the experience in almost every way; first introducing a more direct and twisty narrative with mysterious sci-fi elements, and eventually developing into a truly powerful The climax then expands on its mechanics, with Six and new character Mono teaming up to escape from a dark and dense forest, as well as towering skyscrapers.
These successes put Little Nightmares 3 in the interesting position of being one of the biggest, most recognized, and most anticipated of Bandai Namco’s upcoming games. But it also presents it with a very difficult task, requiring it to actually deliver on that promise without damaging Little Nightmares’ original reputation – especially since the series has a new developer .
Little Nightmares 3 is made by Supermassive Games (known for The Quarry, The Dark Pictures Anthology, and Until Dawn) rather than its creators, Tarsier Studios. While this may seem like a bit of a left turn on paper, Supermassive does have DNA in the platformer back in the 2010s when they worked closely with Sony to make the LittleBigPlanet DLC, so in practice, this does look like a A natural fit.
Of the two parts of the game I played at Gamescom 2024, Supermassive seemed to be trying to continue Tarsier’s work by expanding the scope, scale, and complexity of its environments (from vast expanses of sand dunes to smog-shrouded cities), as well as expanding environmental interactivity , adding two new unique characters: Alone and Low.
Alone can crack open objects or twist bolts with a large wrench, while Low can press buttons and break useful objects with a bow, both of which provide some welcome new dimensions to puzzle-solving.
The first demonstration began in a barren desert, devoid of life in all directions. Despite its surroundings, the sense of depth created by the art style in the relatively small game area on the screen looks very clear, and the lighting and soundscapes are both immersive and atmospheric.
I never expected to be whisked up a very, very long ladder so quickly, but forcing you to sit through the howling wind and ominous atmosphere does a lot to set the tone.
What follows is a classic Little Nightmares plot, with Aaron and Law needing to sneak past a six-armed secretary while she works ferociously. The outline of the secretary’s remaining limbs is excellent near the start, but overall it’s the part that felt the least relevant to me in the last two games.
It might just be that I’m being thrust into unfamiliar territory where mechanics are introduced earlier or later in the overall game’s pacing, but I do feel like the new kid’s handy gear – specifically Rakan’s bow – allowed me to try something different The puzzle room is a bit too difficult. It’s easy to focus on photographing a prominent background detail that you can’t actually interact with, which can lead to you getting caught by a monster and having to advance through a lengthy checkpoint several rooms before you can try again.
The trial-and-error nature of Little Nightmares’ puzzles, especially when you’re being chased by not-so-little nightmares, has always been the most controversial part of its design, as frustration can undermine an already good sense of tension. a little. But whether that’s achieved by tweaking waypoints, clearing up some background clutter, or by gaining a deeper understanding of what you can and can’t do in the game world, I hope this is an issue that can be overcome.
Little Nightmares 3 is expected to launch in 2025, and will likely be released on PC and PlayStation, Xbox and Nintendo consoles.