
In theory this breaks a cardinal rule of horror storytelling - never show people what they're scared of, at least till the finish - but having to watch these entities go about their chores, working out what exactly they're doing and how this fits into a wider framework, only adds to the game's repugnance. Your ogreish adversaries aren't static threats - you'll find them engaged in various domestic routines, mashing slabs of unidentifiable meat with pudgy fists as you cower beneath a kitchen table, or trundling between bookcases on shrunken legs as you peek over a shelf, waiting for an opportunity to slip past. You can't run, but you can hide.Īlso integral to the game's suspense is the fact that while the labyrinth takes many shapes - a sinister dormitory, a ghastly kitchen, a raucous feasting table and a hushed apartment - it is always to some degree a home and a workspace. It's notable, on this count, that many of your adversaries seem more interested in catching you than killing you - gazing upon your struggling body with what could almost be tenderness as the screen fades to black. Tarsier has described Little Nightmares as a "hide and seek" game rather than a "stealth" game, and while this may sound like developer doublespeak, it supports the idea that you are neither an infiltrator nor a fugitive but simply a disobedient brat. It's not a question of shocks or grotesqueness, though you can expect plenty of both, but something like the troubled thrill of sneaking downstairs late at night to make off with the cookie jar. Rather, they feel like attempts to recreate how overbearing and unnervingly alien adults may appear through the eyes of a child - coarse, blotchy tyrants who can't be reasoned with and whose intentions you only dimly understand.Īvoiding their attention while completing each area's puzzles gives rise to a more complex kind of fear than we're used to in horror games. I wouldn't call them "monsters", exactly, though they're certainly monstrous - chuckling, creaking hummocks of flab and soiled cloth, with horribly deformed limbs, whistling breath and awful, clutching fingers. That sense of absurdity fades swiftly, however, when you encounter the creatures these objects belong to. Six is a delicately wrought little personality, her eyes darting to puzzle props as she cups the lighter's flame, and there's a mild absurdity to the sight of her lobbing enormous tubes of toilet roll at breakable surfaces, or tugging a giant key from a peg by swinging back and forth. Your goal, having popped out of an abandoned suitcase at the outset, is simply to get through the game's swaying labyrinth intact - yanking on switches and dragging objects around in order to activate mechanisms or open doors many, many times your height. Little Nightmares casts you as Six, a diminutive stowaway in a luminous yellow mac, armed with a flip-top lighter that is used to kindle lamps which serve as checkpoints. Clambering across the scenery often carries the risk of knocking something over, and the game's horrors have sharp ears.
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But where LittleBigPlanet's boulder-sized yarnballs and undulating felt backdrops are paeans to infant daydreams, Tarsier's latest offering channels the fear of a toddler navigating a world it doesn't yet fit: that period in life when the edge of a dining table is an impassable horizon, stairs are climbed one at a time, and turning a door handle requires the full weight of your body.


Like LittleBigPlanet (and last year's overly saccharine Unravel), the game is a testament to the power of childish make-believe. A side-scrolling 3D platformer that conjures up a wealth of grisly implications within a brisk five-hour runtime, it reapplies Media Molecule's conceit of playing a nimble tot among gargantuan domestic objects to a fetid, ocean-going warren of beaten metal and oozing flesh, touched a little questionably by imagery derived from real-life atrocity. Little Nightmares is everything you may have loved about LittleBigPlanet thrown into a sausage grinder with everything you may have dreaded in Silent Hill. Media Molecule protégé Tarsier turns in a masterpiece of meat and malice, swiftly consumed but with a lingering aftertaste.
