![]() Plus the checkpoint system is absolutely on point, so you are never forced to play through multiple sections again. The game teaches you to learn from your mistakes. You are regularly blindsided and wiped out with little to no time to react, but this allows you to come back into the area ready to avoid the hazard next time. Now that’s not to say there isn’t a lot of trial and error, because there is. More often than not I could scan the surroundings, formulate a plan and it just worked. The puzzle-solving in Little Nightmares almost always feels logical to me though. ![]() It’s not the games fault, I’m just not particularly good at them. This new brutal combat is also made more impactful by the brilliant audio design, which goes to an even higher level if played with headphones on. The blows pack a punch and feel super satisfying, but the timing can take a bit of getting used to. While stealth is still one of the primary gameplay mechanics, there is the odd bit of melee combat now, by way of the odd pipe or other object left lying around. Six is often helpful in lifting you up to higher areas or grabbing your hand when a jump is just a little bit too far. Joining our new protagonist Mono is Six, the hero of the first game. The intro does a great job of showing you the parameters set within the world. Here we are (re)introduced to the basics of the game, including how stealth works along with some light puzzle-solving. We begin out in the forest with our new protagonist Mono. ![]() I got exactly what I wanted here – more of the same, but better. Tarsier Studios has not set out to reinvent the wheel with this sequel and honestly, I am so glad they haven’t. ![]() Little Nightmares II is eerie, just like its predecessor. ![]()
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