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PREVIEW
44 PC PowerPlay
Announced at Gamescom, Little
Nightmares is an eerily grim adventure
focussed on a child’s imagination and fear of
the unknown.
Much like Playdead’s similarly dark
platformer Inside, the world of Little
Nightmares is disturbing and mysterious.
Players experience the world as a young
girl named Six, trapped in an underwater
labyrinth and searching for a way out.
Whether the maze is a part of the child’s
imagination – or nightmare – is left unsure.
In the real world, children don’t understand
most trivial parts of life, creating ridiculously
hyperbolic understandings of everyday objects
like an oven or even the dark. The choice of
a child protagonist ties into level design as
household objects appear tall and imposing,
and nearly everything is a metaphor for how
a child sees normal items and symbols. In
the Gamescom demo, Six climbed up a set
of drawers to reach a shelf and crevice to the
next room. In another, she used a sausage
maker to create a string of sausages hanging
from the device, using them as a rope to swing
to the other side of the room
With no weapons on hand, players will need
to use the environment to their advantage
to solve puzzles as well as outmanoeuvre
foreboding enemies. In one situation, Six
snuck around a kitchen floor avoiding a
grotesque butcher, hiding underneath tables
and closing oven doors to lure the beast away
from the exit. Loud booms mimicked its
footsteps while wheezing and shrill screeches
signaled the puffy yellow skinned beast’s
proximity, its horrible, exaggerated visage
again reinforcing a child’s s exaggerated
imagination. From there, Six used an elevator
chute descending into a food storage unit
where bodybags hung like dried meat in a
freezer as spare fingers scattered around the
blood-soaked floors caught my attention.
Unlike Playdead’s grim adventures, Little
Nightmares’ horror elements are tied to
its atmosphere rather than actual game
design. For instance, there’s a fade to black
when the butcher catches the child instead
of an animation of the beast devouring its
prey, which could relate to a child’s own
understanding of fear and how towering
adults frighten them.
Tarsier studios’ newest project also has a
lot of influences from Little Big Planet which
isn’t surprising since the developer had
previously worked on the series with Media
Molecule. Platforming-based puzzles follow
a similar structure to Little Big Planet and
other platformers in that Six interacts with
the environment around her to progress. In
several instances, she pushed over jars from
high shelves and in one scenario, moved a
suitcase from across the room towards a door
in order to reach the door handle, resulting in
an adorable animation of Six flailing around
as she grappled onto the door handle like
Sackboy before finally opening it.
Out of everything revealed at Gamescom,
Little Nightmares was one of the few that
caught my attention and, after Inside, I’m
curious to see how it turns out come its release
next year. Julian Rizzo-Smith
Little
Nightmares
Developer Tarsier studios
Publisher Bandai Namco
DUE 2017
little-nightmares.com
Big scares

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PCPP255_Little Nightmares

  • 1. PREVIEW 44 PC PowerPlay Announced at Gamescom, Little Nightmares is an eerily grim adventure focussed on a child’s imagination and fear of the unknown. Much like Playdead’s similarly dark platformer Inside, the world of Little Nightmares is disturbing and mysterious. Players experience the world as a young girl named Six, trapped in an underwater labyrinth and searching for a way out. Whether the maze is a part of the child’s imagination – or nightmare – is left unsure. In the real world, children don’t understand most trivial parts of life, creating ridiculously hyperbolic understandings of everyday objects like an oven or even the dark. The choice of a child protagonist ties into level design as household objects appear tall and imposing, and nearly everything is a metaphor for how a child sees normal items and symbols. In the Gamescom demo, Six climbed up a set of drawers to reach a shelf and crevice to the next room. In another, she used a sausage maker to create a string of sausages hanging from the device, using them as a rope to swing to the other side of the room With no weapons on hand, players will need to use the environment to their advantage to solve puzzles as well as outmanoeuvre foreboding enemies. In one situation, Six snuck around a kitchen floor avoiding a grotesque butcher, hiding underneath tables and closing oven doors to lure the beast away from the exit. Loud booms mimicked its footsteps while wheezing and shrill screeches signaled the puffy yellow skinned beast’s proximity, its horrible, exaggerated visage again reinforcing a child’s s exaggerated imagination. From there, Six used an elevator chute descending into a food storage unit where bodybags hung like dried meat in a freezer as spare fingers scattered around the blood-soaked floors caught my attention. Unlike Playdead’s grim adventures, Little Nightmares’ horror elements are tied to its atmosphere rather than actual game design. For instance, there’s a fade to black when the butcher catches the child instead of an animation of the beast devouring its prey, which could relate to a child’s own understanding of fear and how towering adults frighten them. Tarsier studios’ newest project also has a lot of influences from Little Big Planet which isn’t surprising since the developer had previously worked on the series with Media Molecule. Platforming-based puzzles follow a similar structure to Little Big Planet and other platformers in that Six interacts with the environment around her to progress. In several instances, she pushed over jars from high shelves and in one scenario, moved a suitcase from across the room towards a door in order to reach the door handle, resulting in an adorable animation of Six flailing around as she grappled onto the door handle like Sackboy before finally opening it. Out of everything revealed at Gamescom, Little Nightmares was one of the few that caught my attention and, after Inside, I’m curious to see how it turns out come its release next year. Julian Rizzo-Smith Little Nightmares Developer Tarsier studios Publisher Bandai Namco DUE 2017 little-nightmares.com Big scares