Little Nightmares

The goblin in yellow
Little Nightmares, as we have already mentioned, is a lateral sliding platform, but with its side a 3D that allows full exploration of the various rooms at our disposal, exploiting the concept of depth in a very intense way. In the proven demo, which was also touched by some of the elements we had already tested at Gamescom, our primary goal was to sneak behind a
weird omunle with long arms that shifted its weight to the front: with a head completely wrapped around with his band, his only way to get caught was to follow the sound of our footsteps or to smell our smell, which came close to a canyon. Before we even get into this that was a repeat boss battle, finished in a fairly elaborate way,Little Nightmares. The focal point of the experience is to imitate a small-sized goblin, our Six, fallen into a world of human size, and therefore on
a much larger scale than our protagonist. So pressing a key to call the elevator, or enter a room with the locked door, are the real rocks to overcome in this adventure, because even the launch of a noisy doll becomes an incredibly complicated work, as
if Davide want to launch Goliath. Our unique weapons are then represented by our legs, agile and quick to escape, and by a small flame, with which we can illuminate the dark brownies or light lanterns disseminated during the various scenarios, probably linked to some sort of collectible. Moreover, the game, according to developers, is fu
ll of objects to be found and used or, as we have guessed, even destroying, as the matrioska we have identified and spurned just before the final boss battle. Also, attached to the objects to be found, we also found a secret room, the only one on the whole level, that was able to exponentially increase the sense of anxiety that was already high enough in the overall scenario: from
the room, which was accessed by doing pressure on a floor tile, it was possible to spy on two beds, on which they lay sleeping two silhouettes of children, however, which was not possible, nor was it confirmed by the team, to give some sort of consistency, to see if it really is infants or otherwise. The mystery linked to those that are, therefore,

Little Nightmares

Caged

Exploration, however, as we said, is one of Little Momentum’s fundamental moments, while being a long way to venture, succeeds in putting us back to repeated puzzles to be solved to understand how to actually succeed in proceeding on our path.
So getting caught up in a room with a TV and a door pulled out of it is going to be the decisive moment to understand that that screen is lit up and so much noise is produced that it is enough to make our executioner reach us and let it go. Likewise, how can a piano hang on a rope if not to jump over and bridge between two libraries? These are the questions t
hat the title takes us to make us, so that our answer is the immediate solution to the enigma. In this extremely dark environment, made with an intense grayscale, our yellow raincoat manages to have the best, because its strong, intense, radiant color represents the topical point in the narration. Additionally, the moves granted to our protagonist allow us to put it more deeply into the depth of the proposed scenario, even where it will not be absolutely necessary for the purpo
se of the adventure to raise or lower the gaze to fix something. At least not in the demo we’ve tried. By alternating between the moments of peace, in which we will have time to reason, the much more ansiogenic in which we will be running and we will have to force ourselves on our legs and our ability to climb, we will also come to boss battles. We do not know how many will
be, no how many opponents to be defeated, because the team has rightly maintained the most complete secrecy on the subject: what we have faced, in any case, proved to be the final enigma of those tried on our journey: even in this crisis the anxiety level was definitely
high, to counter the long arms of our opponent, ready to catch us after touching the whole room in which we find closed and forced. The setting has kidnapped us, the scenario is too: the battle has got us somewhat nervous, but it’s just right, but sometimes the difficulty is that salt lacking in a bland dish.