The murky, dusty, at once cute, and unsettling graphic style is exactly as I’d hoped and the environmental puzzles remain as enjoyable as ever. I can say with confidence that I’ll be sitting on tenterhooks waiting for Little Nightmares II‘s expected release on February 10th, 2021. At the same time, it whets your appetite for the overall atmosphere and experience you can expect, all without giving too much of the story away. It teaches the mechanics you’re going to need to be familiar with in the full game, both the new ones and those you may need a reminder on from the first game. Still, it’s a great recipe for freshening up a familiar formula, and a prime example of an effective game demo. I am a little embarrassed to say, in running through this, that I may have exclaimed out loud to my empty apartment: “The enemies have guns now? No. The enemies have some new tricks too, though. Maybe I’m easy to please, but Little Nightmares II taking Six’s relative defenselessness and putting a fresh spin on it excited me. It’s been a minute since something has satisfied me in a game quite as much as throwing a branch into a pile of bear traps. Layered over that our protagonist, a young boy named Mono, has some new tricks tucked up under his brown paper bag hat. There’s familiar ground from the first game in terms of movement, controls, and style, which is a great deal of what I loved about it in the first place. Little Nightmares II‘s demo is everything I hoped it’d be. ![]() ![]() Only almost though, because I don’t regret the choice. ![]() I’m almost embarrassed to say I counted down the hours at work until I could get home and play through this demo. Warning: This article contains mild spoilers for Little Nightmares II.
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