Review: Little Nightmares
Written by Ben Vollmer
Atmospheric horror has an obligation to walk a thin line. Simultaneously, a game must ensnare a player’s interest enough for them to enjoy their stay, but frighten them enough that they also want to get the hell out. Little Nightmares, the puzzle-platformer indie developed by Tarsier Studios, treads just delicately enough that it stays its welcome for just long enough.
Without much introduction, you’re given control of a little girl named “Six” who happens to be contained in some kind of sickly boat called “The Maw”, in which the ill and deformed congregate. The Maw is a dark, clammy space that is often only exploitable via the light source of a small lighter. Without a real indication of anything else, the goal seems to be to escape.
Along the way, Six meets several intimidating foes, including a stretched-thin blind man and a pair of Jaba-The-Hutt-Looking Pillsbury Doughboys. During this journey, Six crosses paths with several other locked-up boys and girls. Their role in the narrative is unclear, as their triangular hats and skinny bodies seem only to indicate that they are ill and being held prisoner. All the same, you can unlock these Nome-like creatures and set them free.
The game’s singular mechanic is a constant game of hide and seek. On the surface, this works really well. As the dastardly creatures chase her down, Six’s quick movement and small size make her hard to track down. Unfortunately, the rules of the game only become defined as the experience comes to an end. Six can move just quietly enough across the floorboards that the enemies, particularly ones who rely on sound to capture her, will remain ignorant to her nearby existence. This doesn’t always hold true, however, as there are points where no matter what you do, you’ll be left in the midst of a chase sequence. More often than not, the best strategy is to run and figure things out as you go.
If there’s a mark against the game, it’s its awful control scheme. Not only does everything feel remarkably delayed after first touch, Little Nightmares aims for a button + trigger press system that leads to a lot of frustration. Instead of having a system in place where Six automatically grabs a hold of ledges and swinging ropes, it’s necessary to hold down the trigger button simultaneously. It feels like a cheap trick to lengthen an already short, and otherwise simple, title.
The game’s distinct visual style make it more than appealing enough for the lowly $20 price tag. There’s little music to behold, but the game owns a creepy sound design filled with all sorts of odd moans and signs of displeasure from your enemies. By the time the game begins to wrap itself up, it’s eerily reminiscent of the slightly better Inside. Instead of a mere escape fantasy, the game grounds itself into a bizarre and gloomy take on wealth and power.
It’s of little doubt that Little Nightmares is one of the first to jump onto the newly popular formula developed by Playdead Studio. The atmospheric and narrative-driven puzzle platformers and clearly here to stay. Despite its inability to live up to some of its predecessors, Little Nightmares and Tarsier carve out a nook in an already niche genre. An unforgettable atmosphere and sharp visuals to go with a sharp narrative and shocking ending make it a near must play at a cheaper price.
Score: 6.5
Rank: N/A
Price: $19.99
Worth: Yes