The grotesque creatures in Little Nightmares boast an unsettlingly realistic appearance, making for a truly immersive experience.
In a world distorted through the eyes of a child, people can empathize with the disconcerting sensation of being an outsider in an environment that’s fundamentally wrong for them, where everything feels either too massive or too diminutive, and each lumbering creature or skittering monster seems poised to pounce on you for the slightest infraction of trespassing on their turf.
As I pondered the potential for Little Nightmares 3 to push boundaries further, I wondered what creative innovations it would bring. The enigmatic Little Nightmares stood as a testament to a well-crafted concept with a focused scope, striking a chord with many through its spine-tingling, puzzle-filled, atmospheric journey that was equal parts haunting and darkly captivating, without resorting to gratuitous gore found in more action-oriented horror games.
Nonetheless, Little Nightmares 2 significantly broadened its scope and complexity in nearly every respect; initially presenting an even more direct and twisty narrative with mystical sci-fi elements that culminated in a highly effective climax before expanding its mechanics, as Six and the new character, Mono, joined forces to navigate dark and dense forests, the imposing skyscrapers of The Pale City, and frantic close-quarters combat sections within a monstrous schoolhouse.
Little Nightmares 3’s success catapults it to a coveted spot, solidifying its reputation as one of the most eagerly anticipated titles in Namco Bandai’s robust lineup of upcoming games. While this new installment might initially hand it a substantial responsibility to deliver a significant enhancement on that promise without compromising the essence that made Little Nightmares’ name, especially given the series now has a new developer.
Little Nightmares III is developed by Supermassive Games, known for their work on The Quarry, Until Dawn, and Dark Pictures, rather than its original creators, Tarsier Studios. While superficially resembling a left-field project, Supermassive’s experience in developing platformers through its work on LittleBigPlanet DLC alongside Sony in the 2010s suggests a natural fit for the studio’s involvement.
At Gamescom 2024, Supermassive seemingly built upon Tarsier’s work by amplifying the scope, scale, and complexity of environments – a spectrum that spanned from boundless dunes to smoke-shrouded metropolises – while also increasing environmental interactivity, introducing two new playable characters: Alone and Low.
While Alone wields a massive wrench to crack open obstacles or loosen stubborn bolts, Low employs their trusty bow and arrow to press buttons and shatter seemingly insurmountable barriers, introducing fresh, innovative problem-solving approaches.
In the vast expanse of a desolate, sun-scorched desert, the primary demonstration commenced, its path eerily devoid of any sign of life. Regardless of the environment, the artwork successfully evokes a strong sense of depth within the relatively confined on-screen play space, presenting a visually crisp experience. The lighting and soundscapes are equally impressive, combining to create an immersive and atmospheric ambiance that draws the player in.
As I ascended the remarkably long ladder, I found myself unexpectedly enveloped in an atmosphere of foreboding and eeriness, where the whistling wind’s whispers seemed to dictate my pace, setting the tone with unyielding force.
Following this was a quintessential Little Nightmares moment: navigating past a menacing six-armed secretary as she efficiently performed her duties with an air of foreboding menace. As the camera panned out, the remnants of the secretary’s dismembered body came into view, a gruesome yet fascinating sight. While it was undeniably impressive, I couldn’t help but feel that this particular reveal wasn’t as innovative or surprising as those in my previous two games.
As I navigated the unfamiliar space, I found myself struggling with mechanics introduced earlier or later in the game’s cadence. Despite this, I was drawn to the new children’s tools, particularly Low’s bow, which prompted me to tackle the puzzle rooms with increased intensity. Fixating on snapping standout background elements proved perilous, as attempting to incorporate them often led to getting caught by monsters and forced restarts at lengthy checkpoints – an arduous process that required tediously retracing steps through earlier rooms.
While the trial-and-error approach to Little Nightmares’ puzzles can be frustrating when you’re being pursued by monsters, it’s undoubtedly the most debated aspect of the game’s design, potentially undermining the tension expertly crafted throughout the experience. Whether it’s achieved through refined signposting, removing trivial background details, or more precise guidelines on player actions within the game’s environment, I hope this minor concern can be successfully addressed.
Little Nightmares 3 is set to release in 2025, with the possibility of being available on both PC and a range of console platforms, including PlayStation, Xbox, and Nintendo systems.