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Puzzles are creative and rely on the team dynamic between you and the A.I.-controlled Six. There’s an abundance of horrific imagery and dread-inducing atmosphere, but you don’t need to face it all alone.
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That means waiting for the teacher to turn her back and scrawl nonsense on the blackboard or, later, for her to cram suspiciously squishy organs into the empty spots on an anatomical model – a model that’s partially dressed in a school uniform. You have to be patient, choosing the right moment to scurry past or risk getting caught. Part of the fun, if you’d call it that, is watching these oddly animated humanoids lurch around their environments, performing their work while you stay low and search for an escape. Little Nightmares II has even more ghoulish adversaries, including a teacher who made involuntarily blurt “Nope!” as soon as I understood what she was truly capable of. I wasn’t certain if the follow-up would be able to capture those amazing designs or the dread they created. The first game had memorable encounters such as with the janitor, who blindly groped around for Six with his horrifically elongated arms. It’s broken into several extended vignettes in which Mono and Six contend with an oversized monstrosity while trying to escape to the next area by solving puzzles and staying out of sight. I love Little Nightmares II’s structure, despite its awful inhabitants. It’s a masterfully executed sequel that shows that the first game wasn’t just a fluke. In this world, you’re constantly underpowered and pursued by towering creatures who see you, at best, as vermin to be eradicated. This boy, Mono, will soon meet the hero from the first Little Nightmares – and also get an introduction to what he’s truly up against. A young boy awakens in a clearing, a disproportionally large television bathing the area an eerie cathode-ray-tube blue.