Little Nightmares Review (Xbox One)


Little Nightmares is a side-looking over platformer from Tarsier Studios, who are recently known for their work on LittleBigPlanet for the PS Vita. Little Nightmare includes a special setting and a feeling of fear as the player assumes responsibility for a little youngster who is getting away from what gives off an impression of being a jail like vessel called Maw, while getting pursued and slaughtered by all kind of frightening animals and perils. Stylishly, the game bears a great deal of likeness to Playdead’s Limbo and INSIDE.

Little Nightmares is dynamic in the manner it shows the story. There is no composed content or presentation for the primary character and rather the game legitimately puts the player straightforwardly in the job with no clarification. The game likewise includes no UI to feature things surrendering it over to the player to comprehend the controls and progress to the following area. The absence of UI additionally helps in setting up an artistic search for the visuals.

As the main character is just a young child, the journey that it experiences resonates with the experience of being a terrified young child lost in a mysterious world. There are horrible things in this world that are a constant source of threat to the child including weird worm like creatures and disfigured and creepy looking monsters who take no time to kill the child, leaving it up to the player to save them.

The game is full of creepy and intense moments where death seems certain for the main character. Although these moments are few and far between, they carry a sense of dread that is unmatched in any other game. Even though Little Nightmare never feels like it is aiming to be an horror game, it can feel like one during these moments.


The visuals in the game are simple and the the world in general presents a post-apocalyptic look with lack of color palette that gives an uneasy feeling. The main character can push and pull objects while also hanging from them and it is all neatly integrated in the controls and not automated like most games. There is a button reserved for the purpose of letting the character cling to surfaces or pull objects. You can also run from enemies or slide your way through closing doors. You can also pick up objects to throw them at a short distance, which is utilized for some of the puzzles. Since the game is dark, you will be required to use a candle which the player can light when needed.

Speaking of puzzles, they never felt like mind blowing to me. Each of the puzzle is carefully designed around the level. This might be a good thing but if I compare the puzzles here to something like INSIDE, they are disappointing to say the least. The main thing that they lack is a sense of accomplishment since they can be easy at times, not to mention that some puzzles are tied to frustrating checkpoint system which can make repeating puzzles to solve them a chore.

It doesn’t take much time to complete the game and depending on how you play through it, it can take you somewhere between 3 to 4 hours to complete it the first time. This might seem short for the price of the game (currently at $20) but the developers have tried to add some replay value by adding some collectibles through each of the game’s various chapters. These collectibles are well hidden and unless you follow a guide, they will take a good chunk of your time to discover them all. Some of these collectibles also lead to a location that is hidden from the point of view of the player and lead to some interesting narrative exposition.

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