Review of Little Nightmares. Little Nightmares review

To pass Little Nightmares, the player needs ingenuity and hand speed, because there is no way to escape from the cook or the guard without these abilities. Unfortunately, not everyone can reach the end of the game, so this guide will publish the walkthrough of the ending in Little Nightmares, as well as information on how to defeat the main boss.

Little Nightmares ending walkthrough from website website

In general, it will take you 10 minutes to complete the ending, of course, if you are not stupid. In this video you will see the walkthrough of the last boss of Little Nightmares. Do not forget to subscribe to the channel from the Gamemod-pc website, a huge number of guides in the form of short videos will be published there!

How to beat the last boss "Mistress of the Womb" in Little Nightmares

To kill the mistress, take the Mirror and go with it to a large room. As soon as you enter the room, the mistress will disappear and the light around will go out. Run with the mirror into the circle of light and wait for the boss to appear. As soon as she appears, point the mirror at her and hold the Spacebar, from this the hostess will light up and jump away from you. Keep doing this until you kill her, then go to her body and see for yourself what will happen! Little Nightmares Completed!!

Little Nightmares by Swedish studio Tarsier Studios combines two design ideas. On the one hand, the game is an adventure in a magical but gloomy dollhouse that looks like a prison, or a hellish kitchen. On the other hand, a picture of a terrifying feast. All heroes, even the protagonist, are subject to severe hunger. And if the other inhabitants of the Womb (as the scene is called) quench their thirst in unimaginable and disgusting ways, then the girl in the yellow cloak, she is the Sixth, is happy with both raw meat and a randomly found pie.

When describing the gameplay of Little Nightmares, you only need two words: "hide" and "run." Nothing more is required from the player. Tarsier Studios did not provide the game with any complex puzzles and riddles. Everything here is done so that the Sixth does not get stuck in one place for a long time. Some "rooms" are completely empty: they do not contain any objects, interesting backdrops or objects that create an atmosphere. They do not carry any semantic load and play the role of a corridor in which you only need to run from one door to another. Why such locations are needed is not clear.

In Little Nightmares, the human essence is truly revealed. Even a little girl is capable of cruel things. And this inner malice cannot be defeated, you just have to run and hide

Solving puzzles is far from the most important part of the game. Much more important is the scenery in which Six runs and hides from dangers, what creatures she encounters and what activities she finds them doing. Little Nightmares can hardly be called indie horror, although this is perhaps the most accurate definition of it. It does not scare, but it makes the player feel as out of his element as possible. To get to the doorknob, the petite girl will have to drag a chair to it with difficulty. And it's not worth talking about battles with monsters - in any situation, an open battle will end in defeat for the player. Even leeches, which are not so big, are terrifying, and you have to run away from them without looking back. The tension is created by the tiered cooking tools and stylish background elements.


Someone was already here before the Sixth. And there are many.

Nobody talks in the Womb. And why, it is unlikely that the local inhabitants can keep up a conversation, and the Sixth simply has no one to talk to. The game tells its story without words, using the language of images, sounds and moods. Tarsier Studios has made fertile ground for various theories and interpretations of Little Nightmares. Here, the very name of the girl in the raincoat is the Sixth, and her appearance, which differs from other "children" of this place, and many other things will allow everyone to understand the plot in their own way. The developers were able to tell a solid, philosophical and topical story through the atmosphere and environment.


All puzzles in the game click like nuts

In recent years, tiny video game developers have experienced an extraordinary creative upsurge. With enviable constancy, they create incredible depth and beauty of games like Journey, What Remains of Edith Finch and . Recently released for PC, PlayStation 4 and Xbox One, Little Nightmares continues this great tradition and takes players into an atmospheric dark world full of nightmarish creatures, dangers and adventures.

The independent Swedish studio Tarsier Studios began by developing DLC ​​for the LittleBigPlanet series of platform games from the Japanese publisher Sony. The quality of their work impressed the Japanese so much that the Swedish developers were entrusted with the creation of the game LittleBigPlanet 3, as well as porting the Tearaway platformer from the PS Vita handheld console to the PlayStation 4. Of course, talented artists and programmers from Tarsier Studios dreamed of creating their own project in which they would were able to bring to life unique ideas, instead of bringing someone else's ideas to mind. The beginning of the development of the Hunger project (“Hunger” - English) became known in February 2015. The game was supposed to be a dark adventure in a world full of grotesque creatures. For some time, the developers were looking for a worthy publisher for their game, which eventually became the famous Japanese company Bandai Namco. As a result, the game was decided to be renamed Little Nightmares (“Little Nightmares” - English), and the release date was set for the spring of 2017.

The game takes place inside the giant submarine The Maw ("Womb" - English). The main character of the game is a nine-year-old girl named "Sixth", dressed in a bright yellow raincoat. The child has only a gasoline lighter with her, with which she can light her way in especially dark corners of the ship. Her path leads from the lower decks of the Womb to the upper ones, where, as she assumes, there is an exit from this nightmare to sunlight. Moving forward, the Sixth gradually discovers the terrible secrets of the ship and gets acquainted with its inhabitants in the face of the mysterious creatures of the "Nomes" (that's right, without the letter "G"), the guests of the ship and the terrible attendants.

The mechanics of Little Nightmares will seem familiar to many, as it partially copies the work of the Danish studio Playdead, famous throughout the world for adventure platformers Limbo and INSIDE. Before us is a three-dimensional platformer interspersed with puzzles based on physical interaction with objects, and stealth elements. A painful death awaits the main character literally at every step: you can fall off the stairs into the abyss, be devoured by giant leeches, be caught by a terrible giant chef, and so on. Our character can walk, run, duck, sneak, jump and grab various objects. Small objects can be picked up and thrown, such as buttons that are out of reach. Large objects can be slowly moved around the location, used as a ladder or for other purposes. We should not forget that the same button is responsible for grabbing a ledge or climbing a ladder.

Puzzles are simple, and their solutions are subject to logic and common sense. If you have already completed Limbo or INSIDE, then Little Nightmares will not be a big deal for you. A couple of times, Six has to hide from the giant eye-shaped scanners by hiding in the shadows of the scenery. This one-on-one scene reminded me of a similar puzzle from INSIDE. For such a brazen copying of some of the ideas of the developers from Tarsier, one can scold, but for the most part the game is still quite original. The only, in my opinion, its serious disadvantage is the fact that sometimes it is extremely difficult to feel the depth of a three-dimensional scene. It seems to you that you are stepping on a bridge over an abyss, but in fact your foot is walking a little to the left, as a result of which the character flies into the abyss and dies. And you have to replay the location from the very beginning. Fortunately, gradually you begin to get used to such inconveniences and you make fewer and fewer mistakes. From time to time there are small bugs, and once the game even crashed (I played the PS4 version), but in general, these errors are unlikely to seriously spoil your impression of a creepy Swedish fairy tale.

As for the horror component, the game has everything in perfect order with this. A gloomy, oppressive atmosphere, a frightening unknown and an alarming misunderstanding of what is happening around a little frightened girl, is gradually transferred to the player. Among other things, the game offers us stealth mechanics when you have to hide from the eyes of opponents and behave extremely quietly. He stepped on a broken plate, crunched and that's it ... Write wasted. But such opponents are easy to distract by loudly throwing various objects on the floor. Now imagine that some inhabitants of the Womb not only see and hear you, but also smell you. This is where the main character will have a particularly hard time. When you're close to a threat, Six's heart rate rises through the game controller's feedback into your sweaty palms. There are several scenes in Little Nightmares where you have to run away from the monstrous creatures that are chasing you - and it's fucking really scary. I pulled myself into a string, fighting for the life of the main character. In general, the tension the game creates is simply magnificent, which is required from a quality horror movie.

Visually, Little Nightmares looks wonderful. Excellent work with light, realistic textures and special effects. The graphics engine and talented artists have given their best in this game. The last time I saw such thoroughness in the study of game locations was perhaps in the magical platformer Unravel, produced by another Swedish studio, Coldwood Interactive. What is happening on the screen, although it looks like a scary cartoon for adults, makes the player believe in the reality of what he sees. You will worry about the girl as if you have known her all your life. The creepy things that she will have to see during her journey through the giant ship will remain in your memory for a long time. In one of the rooms, you will see the legs of a hanged man hanging from the ceiling, and you will need to use his chair to reach the doorknob. In another room, you will be horrified to find that it is filled with tiny children's shoes, and terrible creatures swim in this “shoe sea”, ready to grab and tear you apart.

For lovers of gathering, the developers offer to find ten hidden ceramic figurines in the game, which must be broken if you want to complete the game by 100%. As I said above, in the game you will meet tiny nomes. Unlike the other inhabitants of the Womb, the nomes are very cowardly and run away only when they see you from afar. Sooner or later, the nome will be cornered by you, and then do not forget to give him a good hug. If you hug all these tiny creatures in Little Nightmares, then you will receive a rare achievement for your kindness. Along the way, also do not forget to set fire to the lamps placed here and there. Completing these simple tasks will give you access to concept art by Tarsier Studios artists. You can view them in a special section of the main menu.

Special praise deserves work with sound. In any self-respecting horror game, sound should take center stage. And in the case of Little Nightmares, the sound is just great! But I would categorically not advise you to output it through the TV speakers. The ideal option would be if you stay alone at night with yourself, turn off the lights, put on your favorite headphones and immerse yourself in the atmosphere of a surreal fairy tale. Then the sea of ​​emotions will be guaranteed to you.

Pros:

  • Great atmosphere of a dark horror fairy tale for adults.
  • An intriguing story that gradually unfolds before the player.
  • Simple, but no less exciting puzzles.
  • Great visuals and cool character designs.
  • Game locations worked out to the smallest detail.
  • Wonderful sound complements the already creepy atmosphere.
  • Simple and intuitive controls.

Minuses:

  • Some ideas were brazenly stolen from the games of the Playdead studio.
  • Situations associated with incorrect depth perception.
  • Sometimes there are annoying bugs and even crashes from the game.
  • The game is indecently short. I want supplements.

Little Nightmares invites players to immerse themselves in a creepy world of childhood nightmares filled with mysterious creatures and deadly dangers. The game is incredibly short. You can walk through it in just three hours. Nevertheless, the emotions received during this short gloomy adventure will repeatedly recoup the money spent on the purchase of the game. Even despite the disadvantages I have listed, the game deserves solid 8 points out of 10. The ending hints to us that the story of a girl named Six may have a continuation. Well, in the future, I will not mind once again briefly returning to this fantasy world.

Tarsier Studios has been around for more than ten years, but most of its life it helped other developers - the guys created add-ons for LittleBigPlanet and participated in porting to PS4. Therefore, Little Nightmares is a dream that has been nurtured for a long time and managed to be realized at the first opportunity.

dark kingdom

In the role of a girl in a yellow raincoat, nicknamed Six, the player tries to get out of a terrible place - an underwater vessel called the Womb. On the way, the heroine will face many obstacles and several disgusting creatures, each of which seeks to grab her and devour her. The theme of hunger is one of the dominant ones, which is why the game was originally called Hunger. But after a couple of years, it changed its title, got a publisher, and stopped being a PS4 exclusive.

At first glance, Little Nightmares seems very similar to Limbo and , but in fact the game takes a different direction. If the developers from Playdead strive to achieve maximum mystery, perfectly intertwine the narrative and gameplay, and at the same time add a pinch of philosophy, then here the story is clear from beginning to end. No one speaks, no comments or subtitles appear on the screen, but the actions of Six and her enemies speak for themselves. The passage takes about five hours, but the game has enough unexpected episodes that not only make it exciting, but also spur you to repeat the passage. To relive this experience again, paying attention to the missed details, I want to immediately.

The structure and atmosphere of Little Nightmares resembles, oddly enough, especially its first hours. A defenseless hero finds himself in an unpleasant place where he is forced to escape from monsters, run away and hide. The environment is mystical and frightening, and you never know what's in store for you in the next room. But if in RE7 the character becomes stronger over time and can stand up for himself, then the Sixth does not receive any new abilities. She can only grab onto objects, pull or push them away, and also carries a lighter in her pocket, the dim flame of which dimly illuminates very dark locations.

Despite Six's meager set of skills, the puzzles in Little Nightmares are varied and not boring. As in Inside, they are simple enough that the solution is invariably found after a couple of tries. But that, what exactly you have to do it, sometimes it looks very original - the slightest hint will be a spoiler. Let's just say that puzzles are not limited to a few actions, as in , where almost all levels consisted of tying knots and swinging on strings. The sixth climbs up shelves and ladders, and throws objects at buttons, and from time to time carries keys to locks.

In many ways, the variety is due to the fact that the heroine can freely move through locations in depth, and not in one plane, as in 2D platformers. The authors used an additional dimension not only for episodes with the movement of objects, but also embodied spectacular moments with chases. Although because of the three-dimensionality, problems sometimes arise when you miss and crash to death when you try to jump from one platform to another, this forces you to start the passage of the section of the chapter again. But checkpoints are generously placed, and such errors rarely occur.

The matter is not limited to jumping and climbing - quite often the action is interspersed with stealth episodes in which Six tries to get past opponents without making a fuss. You can't hear her footsteps if she's crouched, but you still have to keep an eye on your surroundings and the debris scattered around. It is worth stepping on broken glass or accidentally touching a toy monkey with drum cymbals, as everyone around will know about the presence of the heroine. In such situations, only a reboot often saves, although you can try to hide under a table or cabinet.

A feast for the eyes

The lack of opportunities to defend themselves creates a very tense atmosphere. Deliberately grotesque character design also contributes to this - for example, overweight cooks with ten chins slowly roll around the kitchen, chopping meat into pieces and looking into pots. The contrast between the size of Six and the enemies is eerie enough that they would not want to catch their eye under any circumstances. The death animations here are not as cruel as in the Playdead games, sometimes they are even amusing - the same cook, for example, can put a captured girl in the oven or shove it into a huge fish.

But even the design of the opponents is not as exciting as the great attention to detail in the environment. On the one hand, it’s scary to open each next door, because another monster can lurk behind it. On the other hand, I really want to see what else artists and designers have come up with. A library full of cupboards and piles of books, a kitchen littered with crockery with bits of foam here and there (which remains on Six's raincoat). Some elements of the interior are repeated, but this is skillfully hidden by original design solutions.

The work of the operator is also pleasing to the eye - the camera sometimes moves very far to show the location in all its glory, but this never interferes with the gameplay. Such episodes occur only when Six runs without looking back and should not jump or interact with something. And the periodic swaying from side to side reminds you that the story takes place on an underwater vessel - but don't worry, it definitely won't stir up. By the way, this also affects objects lying on the floor - cans and toilet paper, for example, often roll back and forth, which noticeably enlivens the Womb.

You can praise the visual component indefinitely - this is no less a feast for the eyes than the recent one, just a different kind. Involuntary comparisons with Inside are not entirely appropriate - Playdead strives for minimalism, but Tarsier works out every object on the screen. This does not interfere at all - it is quite simple to guess which objects you can interact with and which ones are for beauty. Yes, and in tense episodes, when every second is precious, the eyes usually do not run up and quickly find a way to salvation.

Even simple locations, like empty rooms with a few closets and mannequins, can cause discomfort, especially if the lights are off and Six has a lighter in her hands. Shadows jump on the walls, nomes scatter in all directions - strange creatures with caps on their heads, gloomy music sounds, the floorboards are sadly fastened together. Every minute you are surprised by the ingenuity of the authors - either the design of opponents, or sound solutions, or riddles. Five hours fly by completely unnoticed, leaving behind a pile of vivid memories.

For attentiveness and exploration of locations, they are rewarded with pleasant bonuses - concept art in the main menu, which open when collectible items are found. They are usually hidden very well - so much so that sometimes you have to shine a lighter into every corner. But this is a great opportunity to take a break and calm down - I hugged a funny nome, stood with him near the fire and went on to escape from disgusting creatures. The “hugging gatherings” do not affect the gameplay in any way - as mentioned above, the Sixth does not acquire new abilities until the finale.

Limbo and Inside fans should definitely pay attention to Little Nightmares. This is a big step forward for 2D horror and dark platformers - a game destined in a good way to inspire independent developers who want to do something similar. Inside by Playdead set the bar very high, but Tarsier Studios managed to get closer to it, offering in addition new and original solutions for the genre.

A little boy goes through strange factories, prisons, laboratories. It is unknown how and for the sake of an obscure goal, and scary-looking people and carnivorous monsters are chasing it on its heels. Yes, you just read a retelling of the game Inside, which came out in the middle of last year. Swap a boy for a girl and you get a description of Little Nightmares, and an exhaustive one at that. Playdead - the developer-publisher of Inside and Limbo - could well have negotiated with Tarsier Studios to pitch Little Nightmares as the third part of a "nightmare trilogy". The same strange world where nothing is clear, the plot that no one wants to explain or reveal, almost identical gameplay with escaping from the rays of light and moving objects, switching levers and jumping on platforms, searching for secrets and a lot of puzzle casual so that the buyer, what good, did not demand a refund, having stumbled upon a difficult task.

The first and main difficulty that the player faces is not even planned by the authors. It has nothing to do with puzzles or villains who crave girlish flesh. The fact is that as soon as you die (at least fall somewhere, at least fall into someone's clutches), the game helpfully begins to load the checkpoint. You will definitely start to hate, start to despise these downloads. They are likely to be the reason why you want to burn Little Nightmares along with the Xbox One (on other systems, the problem is much less drastic). The shortest downloads last a minute, the longest - three, but sometimes thirty seconds pass between the recovery at the checkpoint and the next loss and you admire the black loading screen more than you play.

Add your own save points. Either the authors will throw the character three or four rooms before the place of death and have to run through them again, completing tasks that have already been completed and not too original, or they will load the game right before they try to grab the heroine. Pain in all anatomically interesting places will be provided to you.

The visual style redeems such a dubious achievement. Beautiful gloomy scenery with distorted proportions and shapes, hypertrophied enemies, eerie sound and frisky, dynamic switching of locations - the game flies by quickly, much faster than it manages to get bored or pissed off with shortcomings. In addition, it is even more convenient to admire her than Inside: the heroine moves in three dimensions and can explore amazing rooms with a free camera.

In this three-dimensionality lies another complexity of the gameplay. The path along which the main character walks wide may suddenly become narrower and be devoid of convenient railings - and now the heroine flies into the abyss, not quite understanding how she was hurt. Do not expect a fun and easy walk - the game will not affect your, no doubt, high intelligence, but it will definitely make you sweat and get nervous.

And even more so, do not expect a sweet and kind story about the victory of a small good over evil. This is not a children's horror story for you, but a completely philosophical drama that evil can only defeat even more powerful, terrible and cruel evil. The adventures of the heroine are a descent into hell, not in order to be cleansed, but in order to take advantage of it and get back. If you can accept this, you will be delighted with Little Nightmares. For everyone else, there are games that are lighter and kinder. And here, excuse me, we have death, guts, cannibalism. And we love it.

Share