Little Nightmares is a side-scrolling horror puzzle game that was released in April of 2017 to critical acclaim.
I originally passed as I was a little burned out on side scrolling games at the time (I know it’s like 2.5D, but that did not sway me any), and I wanted something a little more lighthearted.
Also, you know, money.
I recently picked up a copy so that I could start Little Nightmares II properly, and I was pleasantly surprised by what I found. Though it’s not the longest game (I think It took me about three hours to beat) It managed to pull off a lot.
So, I know I’m late to the game, but let me fill you in on why you might want to pick up a copy if you haven’t done so within the last three years.
Enter the Maw
Little Nightmares follows Six, a nine year old girl trapped aboard a large submersible called “The Maw.” Now, the story of Little Nightmares is almost completely implicit, meaning that you’re never specifically told anything. Which can lead to confusion…
However, as you journey through “The Maw” you’ll be able to infer what’s going on. I don’t want to get into specifics, but when looked at as a whole, the game’s story, and world are one of the most terrifying I’ve ever experienced, at least on an existential level.
What really sets “The Maw” apart from other game settings is the way in which it was stylized. Little Nightmares looks like a Tim Burton stop-motion picture that you control. The characters, the backgrounds, and even the toilets in the bowels of the ship give off the vibe that they might be set pieces from the Nightmare Before Christmas… only actually scary.
I appreciate the fact that even though there is nothing photorealistic about any aspect of the game’s design, I still felt like I ought to be able to reach through my screen and interact with the environment like It was some kind of diorama. Of course, I never would, because honestly this game was unsettling in a way I find hard to describe… but in a good way.
A Puzzling Adventure
As I said in the intro, this is a puzzle game, so it would follow that the majority of your time is spent solving puzzles. Despite this, the puzzles in Little Nightmares are never obtrusive, as they can often be in similar games. Each one feels necessary to continue not only the individual levels, but the story as a whole. Not once did I stop and wonder why I was doing something; I only know that it had to be done.
While none of the puzzles, or obstacles, were especially hard, the terrifying antagonists, atmospheric setting, and general diversity of locations kept me engaged throughout. There were a couple of encounters with “The Janitor” (the game’s first real antagonist) that left me stumped, until I finally had an “aha!” moment (which was usually preceded by my wife telling me to stop sucking so hard).
What really made all the puzzles worthwhile—to me, at least—was how deftly the controls were crafted and how the physics of the game worked. I loved the layout of the controls, the way in which any given action was executed, and how every object in the world had presence and weight. This was all elevated by the way the character motions and controls correlated into actions. I wish every game felt as good to play as Little Nightmares.
Little Nightmares is an amazing combination of form and function. It manages to tell a horrific, yet intriguing, story without a single word, and it does it well enough that I plan on buying, and playing, every single DLC before playing the second game.
I’m giving Little Nightmares an overwhelming 9/10, but I’m going to do it as far away from “The Maw” as possible.
It was exactly what it should have been and then some. So, if you’re late to the game, like me, and looking for a short but sweet morsel of gaming, I cannot recommend Little Nightmares enough.