![]() Each owns a stretch of the rooms you need to pass through and, as you’re forced to watch their grim (if oddly mundane) business in hiding, each teach you a little more about just how bad a situation Six is in. Getting to know why Six is… the way she is (I’ll say no more on that) feels as though it would have added to the experience, rather than ruining any mystique.Ī nightmarish custodian who literally sniffs you out as his hideously long arms feel their way towards your hiding place twin butchers, fattened and deformed by god knows what the ghoulishly beautiful woman in kabuki dress that haunts Six’s dreams. It must be said that, where Playdead’s blank stories encourage debate about metaphor and meaning, Little Nightmares’ wordless style is a little harder to swallow when the story seems more straightforward. It’s quietly masterful (not least for a studio releasing its first original game) and never more so than in the giant, twisted figures of those trying to stop you proceeding. Every enemy, every room, every meat grinder you use to make a rope of sausages to swing from, contributes to the story of The Maw and Six’s seeming breakout. Little Nightmares’ closest relatives are Playdead’s exemplary Limbo and Inside, not just because of its faint glee at the idea of a child in mortal peril, but in how cleverly it braids together puzzle design and storytelling.
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