The most uncanny aspect of the game is communicated through touch, though admittedly it won’t affect every player. Exposed rebar, the lips of stacked porcelain dinner plates, towers of old hardcover books- can I swing from the slab of meat hanging from that dangling chain, or will to be too slippery? The environments require Six to climb for salvation, so as I solved the puzzles of The Maw I constantly obsessed over environmental textures. In Little Nightmares, touch is used to hook the scares into our skin. Watching the Janitor at work in his utility rooms or the library, his probing feelers force us to consider touch as we try navigating to safety. Speaking of the Janitor, that particular monster is responsible for one of the more iconic symbols of Little Nightmares: a spidery hand attached to a long arm, blindly feeling around for a hiding child. Puzzles, characters, environments, and controls activate our bodies to create physical symptoms of hyper-aware anxiety, so when the creep-outs, jump-scares, and mad dashes from Ito-esque horrors punctuate Six’s escape, we truly feel them. It immerses players in a world of corporeal horror, cranking the dials on our physical senses to amp-up our empathy with Six. It’s not scary on the surface, just very macabre.īut Little Nightmares is a truly disturbing interactive experience. Unlike the celebrated gems of horror game canon, Little Nightmares is not a shooter, it doesn’t rely on survival mechanics, and even though the level and monster design is upsetting, it’s also very cute in a Necronomicon-meets-bedtime-storybook kind of way. A platforming puzzle adventure from Tarsier Studios, the game puts players in the role of a little child named Six as she runs, crawls, climbs, and jumps on a quest of liberation from The Maw: a subaquatic prison populated with grotesque monsters. At first blush, Little Nightmares resists the horror label.
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