

I can only assume the play testing for the PC port of Little Nightmares was done by a juvenile octopus. Add the jumping, crouching, and running controls on your nearby keys, the peer up/down/left/right controls on your arrow keys, and the grab controls on your mouse, and the game becomes unplayable. With WSAD, it is a not-so-little nightmare. With a controller, this is easily rectified on the run.

The perspective makes this confusing, giving the impression that you are on track to make it through a door or catch onto a handle when in reality you are a bit too far forward or behind. Players will need to move back and forth, left and right simultaneously, and precisely to the spaces the game wants you to be in. Little Nightmares uses three-dimensional movement viewed from a forced perspective through a cutaway wall. If there is one thing I cannot abide, it is requiring players to purchase auxiliary equipment to make up for an issue that could have been fixed in development. Unfortunately, PC players will need to utilize a controller to play this game. That it exists on PC is lovely, and that expands its audience to include those without a console in their home. Little Nightmares was built for consoles, without a doubt.
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We received a Steam code from the developers to facilitate this review, and I cannot fathom why they would send out a review code for PC, given the flaws of the PC port. That is not to say that the game is without fault. Creating these singular experiences in each area is one thing Little Nightmares does exceptionally well. These five precious hours avoid rehashing puzzles and pitting the player against repetitive enemies across similar spaces. Five hours of play represents five hours of new and intriguing puzzles needing to be solved to escape from peculiar enemies. Within these areas, each room has unique puzzles, with almost no repetition throughout the game of the main concept for any room. Each area has its personal main enemy, with unique abilities and flaws. The game is broken into five chapters, each encompassing one area of The Maw. I do not think that any area of Little Nightmares could be called boring. That works in the game’s favor, keeping players from becoming too frustrated or allowing the game to verge on boring. Moving between triggers and buttons, exploring every nook and cranny of the rooms, and evading enemies keep players in constant motion. All are used nearly in tandem in every puzzle, requiring demigod levels of dexterity and attentiveness. These controls include walking, creeping slowly, running, crouching, jumping, sliding, grabbing, throwing, and pushing. Each area in the ship is a self-contained puzzle without further explanation, leaving players to dive right into gameplay and test the limits of the game’s controls. You get no explanation of where you are, or why you are there, so the only thing to do is to take off and explore the different levels of what you must assume is a very odd ship. You are set down in a dark, damp room without preamble, and given minimal prompts as you traverse the halls. We know this only from marketing, as nothing in the game will explain the story to you.

Little Nightmares has players assume the role of a little girl named Six who is stuck in a creepy, perilous world called The Maw. The time has finally come, and I’ve put my own hands on the content of Little Nightmares. From its announcement, the game about a scared little girl in a strange and dangerous world intrigued me. It is no secret that I have been excited for the release of Little Nightmares for a very long time.
