When I heard Tarsier Studios was not going to be developing Little Nightmares III, I was a little skeptical about playing it. After all, the developers really knocked it out of the park with the previous two games. But then I learned Supermassive Games (Until Dawn) was working on the third title alongside publisher Bandai Namco, so I became hopeful. Sadly, while there are a few standout moments in Little Nightmares III, the game pales in comparison to Tarsier Studios’ works.
Alone, Together
Little Nightmares III follows two children: Low and Alone. Together, they traverse four areas searching for something plastered on Low’s map (perhaps treasure). Low has a bow he can use to shoot arrows, while Alone has a wrench she can use for turning gears or smashing things. Like Little Nightmares II, the AI does a fine job controlling the other character you aren’t playing as (you can choose between Low or Alone at the start). If you play online, a friend can control the other adventurer, though sadly, there is no couch co-op.
One of the things I liked about Little Nightmares III is its brisk pace. The game flies by in a matter of hours, with plenty of scares to keep you spooked and mysteries to keep you guessing. Also, each area’s main giant adversary, a staple of this franchise, is well designed, though they seem to be used sparingly compared to the other titles. There are dolls you can collect in each level off the beaten path for fun/Trophies, and there is a puzzle mechanic in the last area I quite enjoyed, though I won’t spoil it here. Plot-wise, the experience left me intrigued, albeit more confused than I was with the rest of the series.
Dark and Frustrating
Unfortunately, Little Nightmares III has its share of issues, both by itself and in comparison to Little Nightmares and Little Nightmares II. Every location is too dark, and neither Low nor Alone has a light source in their inventory like Mono and Six. Some rooms seem to exist solely for padding, with little in the background to catch your eye. Some passages have tricky jumps or planks you must cross, and the 3D controls can be tricky to use to orient yourself properly. And while I did enjoy the snappy pace and spooks, the other adventures have frights that stay in your mind longer because they are more spaced out. Plus, this entry doesn’t connect to the other two outside of a few references and easter eggs.
It may sound a little confusing, but the AI partner in Little Nightmares III is both a boon and a detriment. In my playthrough, I controlled Alone. Low was always on point to shoot an arrow or solve a puzzle with me, which was useful but likely less entertaining than figuring things out with a living person. On the flip side, Low also knew where to run and hide during the many chase sequences, which was a lifesaver but had a much higher probability of being more frustrating with a friend. And I still succumbed to cheap deaths with this computer partner, so the tally would have been higher during online co-op.
Flawed Torment
At the end of the day, Little Nightmares III is a disappointment. Supermassive Games did try its best to adhere to the spirit of the series while also introducing some fresh ideas. But the title’s dark visuals and frustrating gameplay, in addition to being a shorter experience than the others, left me more excited to play Tarsier Studios’ next project, Reanimal, instead.
This review is based on a retail copy of the game provided by the publisher.
Spooky and dark, to a fault
- Gameplay 6.5/106.5/10
- Graphics 6/106/10
- Atmosphere 7/107/10
Summary
Little Nightmares III is a flawed, scary platformer. It delights with its frights and AI partner, but its drab visuals and frustrating gameplay keep it from joining the heights of the previous titles.