It’s always great when a horror title brings palpable tension to every aspect of its presentation. That’s exactly why I’m as happy to say that Little Nightmares III continues the franchise’s traditions, annoying quirks and all. It’s an experience that can have you holding your breath, muscles clenched in tense anticipation of a horrid monstrosity that’s hell-bent on tracking you down.
This new adventure leaves Six and Mono, the protagonists of the previous two games behind in favor of a new dynamic duo that finally brings online co-op to the table. It’s quite easy to see how this is a game that’s best enjoyed with a friend, solving its puzzles together while having some company during its intense moments is always welcome.
“The art direction on display in Little Nightmares III is simply phenomenal.”
We’re introduced to Low and Alone, our new leads, quite early on in the game. If you’re playing through this one solo, you get to choose between Low’s bow or Alone’s wrench, with the game’s AI taking over the other character. Things quickly escalate for the pair as they traverse the first area of the game, a derelict hospital that’s under the purview of a giant, very disturbing toddler.
The franchise’s unforgettable take on hide and seek is very much in play, as Low and Alone must use their wits and stealth to stay one step ahead of the threats they face, carefully making their way between safe points and just gunning it when they are spotted. If you’ve played the first two games, you’re going to settle in quite quickly with this one, leaving you to enjoy the franchise’s most ambitious entry yet.
The art direction on display in Little Nightmares III is simply phenomenal. Each level boasts a distinct visual identity, presumably being a creation of the protagonist’s imagination. While there wasn’t much of a story to it for the most part, that’s an omission that has allowed the developers to just let loose and let their imaginations run wild. The result is a nightmare that’s probably going to stay with you when you’re awake.
“If you’ve played the first two games, you’re going to settle in quite quickly with this one, leaving you to enjoy the franchise’s most ambitious entry yet.”
That palpable tension I spoke of earlier? It permeates the very air in each of the game’s levels, helped along by a soundtrack and level design that help weave it into every step you take on your way to the next mirror. Low and Alone do have a few options to engage smaller enemies this time around but the moments where you need to are few and far between. It’s generally a combination of using the bow to down an enemy and the wrench to ensure it stays down, although there are twists to that pattern we won’t spoil.
What isn’t simple, however, is the way each level comes with unique puzzles and a strikingly memorable main enemy. That grotesque baby in the hospital is joined by other monstrosities whose designs are literally the stuff of nightmares. They are able to crush you with relative ease, forcing you to stay on the down low and run for your life in a few chase sequences when they finally track you down. I’m not going to forget the puppet master and his vicious companion anytime soon, and I’m fairly certain that you won’t either once you play through that particularly harrowing level.
The puzzles in Little Nightmares III are an additional layer of challenge, often having such devilishly simple solutions that could be staring you right in the face but are so well-hidden in plain sight. I spent hours trying to disable a cooling vent’s fan only to find a switch that I could easily reach in the very next room. There was also a very memorable one that had me spinning a chandelier around, trying to line up its platforms with a hard to reach ledge that put both my spatial and platforming skills to the test.
“The puzzles in Little Nightmares III are an additional layer of challenge, often having such devilishly simple solutions that could be staring you right in the face but are so well-hidden in plain sight.”
It’s a pity, then, that the platforming sections are wildly inconsistent thanks to the game’s camera choosing to be a passive observer rather than an active participant in my struggles. It’s a gripe that I had with the last two games and although it’s certainly an improvement, there’s still a lot to be desired from it. Many of my deaths were thanks to my jumps not lining up correctly, and a control scheme that took a while to get used to. I’d say that the game’s camera angles were among its greatest threats.
However, the rest of the experience is sublime. Low and Alone’s character designs are adorable and the few costume options I had available were pretty cool. Enemy designs are suitably grotesque and terrifying, as are the levels. Each new area reeks of desolation that’s appropriately themed to match the monster it houses.
While the levels themselves are fairly linear, they are so well-designed that it isn’t really an issue, and each one gives you a sense of progression as you carefully make your way through it. Every room in the game was suffocating to say the least, the silence weighing heavily on me as I tried to figure out where to go next and how I was going to get there.
And in those moments where it was time to run, there was sheer panic and the need to think very quickly as I leapt across gaps and ducked into dark corners to throw my enemy off. The game’s AI was quite helpful in this regard, with my partner easily leading me to places of relative safety although I believe they could have been a tad more useful when solving puzzles. However, it’s a balance I’d gladly accept as it made me really work for my progress which is never a bad thing in my book.
“While its occasionally shoddy camera and controls hold it back from true greatness, this one’s still quite easy to recommend.”
I’d highly recommend diving into this one with a friend though, as that’s where the true beauty of this game lies. I imagine that things could actually get harder thanks to the two of you having to figure out where to go even during chases, and you can expect quite a few failed attempts to get to safety.
That’s not because of a lack of skill but thanks to the game being designed that way. It demands patience and perseverance, rewarding those of you who persist with more of its incredible designs and a take on horror that doesn’t rely on jump scares. Instead, Little Nightmares III brings thrills and chills baked into its very DNA, a facet of the experience that’s becoming the franchise’s calling card at this point.
While its occasionally shoddy camera and controls hold it back from true greatness, this one’s still quite easy to recommend. It’s easy to learn but hard to navigate, and is a game that you should take your time with. It’s perfect for a slow weekend where you and a buddy are looking for a title that’s fun to play and so artfully designed it takes your breath away. And, of course, makes you forget to breathe when it kicks into gear!
Little Nightmares III is a worthy addition to the franchise, and perhaps even the best one of them all. It builds on the strengths of its predecessors while taking the franchise to new heights.
This game was reviewed on the PlayStation 5.