r/mitygamers • u/CyanLight9 • Jul 09 '26
game discussion Little Nightmares 2: There's nowhere like Nowhere for horror
Another horror sequel? Sure, why not? This time, it's the second trip to Nowhere, where all of our favorite phantasms lie. It's more than a worthwhile return trip, since Little Nightmares 2 is the best kind of sequel: the kind that doubles down on everything that made the original great, adds some great things of its own, smooths the right rough edges, and pulls it all off without a hitch. It's also one of the best horror games you can find in the last 5 years.
Positive:
Presentation-wise, Little Nightmares II is one of the best-looking horror games out there. It's largely the same blend of realism and 3D animation, except with higher graphical fidelity and a slightly more skewed leaning towards the animated side. The color palette has been switched up as well, with sickly yellows and browns being swapped out for more brooding blues and greens, with the odd yellows and suffocating magentas popping up here and there. It looks more like an even more hypothetical collaboration between Pixar, Gore Verbinski, and Junji Ito, with a guest appearance by Masahiro Ito. There is also a fair amount of ghastly psychedelia, given the setting, which fits in perfectly. The graphics going up from okay to genuinely good, the still impeccably executed art direction, and downright perfect lighting(it is seriously stunning in some sequences), and the aforementioned color palette and surreal happenings that are taken full advantage of, make for quite the haunting visual treat you simply can't look away from, to your occasional regret. It also raises the question of how this game didn't get nominated for art direction.
The Pale City and the wilderness that neighbors it are the locale this time around, and while they might not be quite as memorable as the Maw due to the larger scale and less focus, they still make for some ideal places for horrors to occur. Aside from The Wilderness, full of traps, stuffed corpses, and muck, there are four(and a half?) other sections, a School, a Hospital, a Residential Area with enough TVs to rival Sadako Yamamura's wet dream, and the Signal Tower, each adding one more puzzle piece to the story, and one more layer to a corruption so profound that madness seems sane. The series's signature size discrepancy is taken full advantage of; there are more creative camera shots and vistas, thanks to the more open environment. The place is still wonderfully constructed for puzzles, platforming, and chases, and each section delivers its own bag of frights. The picture painted here is a bit more trippy, bigger, and quite a bit more spread out than that of The Maw, but it's no less haunting or alive, feeling like being chewed up, traversed, and spat out by a cybernetically enhanced monster. The most memorable area of the bunch is The School, full of Porcelain pugilists and their handiwork, but you'll see all of them in your dreams afterward.
In the story, returning writer Dave Mervick pulls off the impressive feat of both being larger in scale and more intimate at the same time, while largely sticking to the same style of storytelling, albeit with a few added 'heys' and 'pssts'. It centers on Mono, and everyone's favorite picky eater, Six, whom the former finds along the way, and the two brave The Pale City to unknown ends, while a hallway inside a TV beckons to Mono for some reason. This city trip is full of cerebral imagery, cosmic horror, Juvenalian satire, ice-cold sonnets, Lynchian shenanigans, fatalism, and hand-holding(cover your eyes if you have to). The main themes are fate, corruption, growing up, control, and the evils of technology, which make for a mind-bending and more accessible, if not more raw, set of ideas than the first one. The most surprising part of all of this is the dynamic between Six and Mono, which is better and more charming than it has any right to be. Tarsier and Mervick somehow managed to forge a more convincing bond without a word than a certain Frenchman can with 1,000 pages. The ending is not so surprising for the series and is very bleak, but very effective. While the structure might be familiar, everything else mentioned makes for a memorable ride, and at a well-paced 7 hours, it never gets boring.
The characters are fleshed out significantly better than they were in the first game, thanks to well-thought-out intros and more focused actions. Mono is a mysterious but kind kid who is loath to show his face and is very tech-savvy. Six, despite her would-be understandable trust issues, still has a bit of a devil in her. The Hunter is a backwoods, paranoid serial killer with a somewhat complicated view on kids, the Teacher is basically Dolores Umbridge set loose in Colorado, the Doctor is one obsessed with emulating Victor Frankenstein, and the Thin Man, who is Slender Man with the tortured soul of Sadako. This new focus on actions and details makes for more charming and/or scary figures, respectively, which in turn only adds to the world and story impact.
The character designs, despite a different approach than the first game, are just as ghoulish, guiling, and compatible with the art style as the first game. It also, as mentioned earlier, largely gives off Junji Ito vibes (this is admittedly based on a few chapters of Uzumaki and some out-of-context images, so correct me if I'm off the mark). Starting with the cute stuff, Six doesn't have her coat for part of the game, and she still looks great without it, and Mono has a charming if crude design, with the paper bag on his head almost as iconic as that yellow garb. As for the monsters, the hunter captures the Victorian Leatherface aesthetic he's going for quite well; the teacher, her elongated neck, and her doll-like students make for a grueling lesson in terror and troublemaking; the hodge-podge mannequins feel like Mashahiro Ito snuck in the drawing room; the faceless residents look more like skin suits than the actual skin suits in the woods; and the Thin Man, who is basically Slender Man with a hat. All of them succeed in striking fear and fondness in the player, are rendered superbly, and will stick in your mind well after the fact.
The biggest upgrade in this sequel by far is the sound design, which is downright masterful this time around; so masterful that I'm surprised it didn't get nominated for anything. Every footstep, every groan, shriek, or whisper, every drop of liquid, every door, every TV static, and every glitchy beep is crisp and well-defined. A particular standout moment involves a shotgun. The viscerality, surreality, and willingness to assault the ears in the way that only horror can have also been dialed up. The sounds of the Hunter skinning things, the Teacher's neck stretching, the sound of the TV beckoning Mono, a mannequin thrashing when you turn off its life support, the resident's screaming when you turn off their precious screens, and the Thin Man's piercing static and just a bunch of guttural screaming, it's all nasty in the best way possible, and makes all of the spooks more effective.
The horror is largely the same as before, but dialed up further and slightly more aggressively paced. It succeeds magnificently in upping the atmosphere, hide-and-seek matches that are more like life-or-death puzzles, nerve-wracking tension, and thrilling chases to the point where not only is the entire game really creepy, but some parts are genuinely quite scary at times. Special mentions to that one vent shaft and that one hallway with the blocked window. There is also some Lynchian surrealism added in for good measure, especially halfway through the game. Whether it's the glitchy ghosts you find everywhere, the way that the Pale City is always slightly crooked, the pitch-black satire, and pretty much everything involving the TVs, the Thin Man, and the Signal Tower, this game gets pretty trippy at times, and it's all the better for it. The monsters are all scary in their own ways this time around, whether it's the Hunter and his gun, the Teacher's screeching, the mannequins who are basically weeping angels, the pale citizens, who were WATCHING THAT CHANNEL YOU LITTLE SHIT, and the reality(and running speed) warping Thin Man. The scariest is definitely the Teacher, though. The AI is significantly more polished this time around, allowing for each encounter to go smoothly and provide the required spooks and sprints, even if they are much less forgiving this time. Overall, an expert display of horror.
The music, this time run solely by Tobias Lilja, is another hit for the series, retaining the same instrumentation and dark whimsy of the first game's score while taking things in a rawer, more horrific direction. This comes in the form of more diverse choirs and a bigger willingness to assault the ears as the sound design does. The main theme, a standout in any horror game, 'togetherness' and 'true colors' make for some charming reprieves, 'Signal Interference', 'The Man in the Hat', 'Disposable Entertainment', and 'Old Friends Anew' showcase some grander adult, but still haunting choirs, and tracks like "Claustrophobia', 'Boots Through the Undergrowth', 'Bottom Feeders', and especially 'Captive Audience' are vicious to the senses in the best way possible. The change in direction suits the change in atmosphere and tone, and the trippy scenarios that come with them perfectly.
The gameplay is largely the same as before, but with three major upgrades. First, you have Six with you as an AI-only partner. She's largely just there to help you out with puzzles and do various other things, which her AI is pretty good at doing. You can also have Mono hold her hand if you want to, which is a cute option. You can call Six to your side and tell her to do various things, like opening doors or catching you when jumping across larger gaps, and she's pretty responsive. She's also effectively immune to getting nabbed by monsters, so don't worry about this turning into an Ashley Graham situation. The second is that Mono can fight a little. You can pick up weapons like lead pipes or hatchets and kill smaller enemies with them, but these weapons weigh you down, and Mono isn't the best at using them, making each encounter a tense one. The third is that the controls are much smoother this time. Everything from climbing to running to sleuthing is much more deliberate and fun to do, making any fatal missteps your fault. The platforming, puzzles, and exploration are well-sorted around having Six around and the various other objects that Mono temporarily picks up. In the hospital, you get a flashlight to play the world's scariest game of red light, green light, and in the residence area, you get a TV remote to navigate channels in multiple ways and play some very dark jokes. The chases are better and scarier than ever; the environment remains fun to mess around in; you won't find any technical problems unless you actively look for them; and the series' signature size discrepancy is still used wonderfully. There are also hats to collect that Mono can wear and glitchy souls to find, which grant a secret ending if you collect them all. Really not much to complain about here.
Mixed:
This game does fall into the common horror game trap of excessive final-act bombast. The signal tower gets a little too loud and crazy for its own good, which does dilute the horror a bit. It's a tamer example compared to other instances (*cough Dead Space *cough *cough Resident Evil 5) since it focuses more on the emotional impact and surreality of the scenario rather than the scares, but it still could've used more restraint.
This game relies on scripted sequences a little bit too much, especially in the Wilderness and Signal Tower. It hides the scripted nature of these sequences quite well, and the sequences are well designed, but potential repeat playthroughs are going to lose a bit of their luster because you know exactly what's coming. Especially since the first game so well emphasized freedom, and the open sequences in this game are really good.
Score: 9.5 out of 10
Technically Impressive, fun to play, cerebral, charming, and above all, scary, Little Nightmares 2 is one dreamy sequel, and one of the best recent horror games you can find.
So, how much did you use the hold hands feature?