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I played some Little Nightmares 3, and it’s the best horror about being lost and tiny in an unfathomable hellscape since Little Nightmares 2

I liked the first two Little Nightmares games, and while I’ve only played an hour of it, I’ll probably like Little Nightmares 3 too. It’s functionally the same. These games are cinematic platformers mixing the solemnity of Inside and Limbo with a surreal, almost Burton-esque take on horror. They’re not mechanically innovative at all; the strength of the series lies in its atmosphere and spectacle, and based on what I’ve played of Little Nightmares 3, that’s not about to change.

And yet, some fairly radical changes have occurred. Tarsier Studios isn’t developing this third instalment, with that job going unexpectedly to Supermassive Games. While Supermassive certainly trades in cinematic horror, most would agree there’s not much Until Dawn and Little Nightmares share in common. Perhaps wisely, Supermassive doesn’t seem interested in rocking the boat, except for one significant addition to Little Nightmares 3: two-player co-op.

Little Nightmares 3

(Image credit: Bandai Namco)

Whether you’re playing alone or cooperatively, Little Nightmares 3 has two protagonists: beak-faced Alone bears a wrench and clown-masked Low a bow-and-arrow. Each tool can be used in different puzzle-solving ways, though to call the obstacles I encountered in Little Nightmares 3 “puzzles” is probably overdoing it. There was a bit of box dragging and a bit of switch hitting with Alone’s wrench. In one room Low needed to trigger a switch with their bow-and-arrow to de-electrify the floor, and in another, someone had to carry a light source to clear a path through hordes of cockroaches. Of course, there was lots of hoisting our co-op partner up to higher levels too. 

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