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I like to think that the world of little nightmares is an exaggeration of our world and shows how our actions are in the eyes of children (people who have not been normalised to our way of life). So theorise I will! Here is some of my theories. Nobody does know the answers really for certain, the devs have not told much so that everyone keeps theorising. I heard that there is a comic of the story and I may even just break down and read it but I don't enjoy reading so I would rather not. I have never had this much trouble finding basic information on a video game plot before. I have so many questions like, what are the hats for? do they give you special powers? Why the hell are six and mono so small? I get that they are kids or whatever but they are literally the height of the average one-year-old, so they can't possibly be human (maybe elves)? why do most people become zombies with deformed faces but then certain people are all out monsters/bosses? Does anyone have an explanation of the individual monsters and their backgrounds (like the children who are made of porcelain)? Why is that tower in the middle of town mutating people? is the thin man behind it? if so, what does he have to gain from doing this? also, why are people committing mass suicide in the apartment buildings of the town? If any of you do know what is going on in this game please tell me I am dying here (theories welcome). I want to understand who the characters are and why the world is such a disaster and all of the animals are dead and I am starting to think that nobody even knows the answers. Making brilliant use of your partner, Six, Little Nightmares 2 builds on the first game well, but mostly sticks to what it knows best to great effect.Every single video about the video game that claims that it will explain the game world doesn't give any explanation at all. It hits on a lot of the same notes throughout-and often the same notes as the original-but it plays them so well that it never feels repetitive. It’s a game which pulls you into the shadows, knowing how to get scares without slapstick horror. ![]() Little Nightmares 2 gets most things right, from the unsettling atmosphere and brilliant character design to the fascinating puzzles, but the combat is a swing and a (very slow) miss. With some enemies swarming you or jumping at you rapidly, it's just too slow. That's because all the melee weapons you're provided with are too big for you, so you have to drag them across the floor, heave them up, then crash them down. Thankfully, it's used sparingly, but if you ever have to fight your way out of a situation, prepare to be endlessly frustrated. Unfortunately, whether it happens in big spaces or small spaces, the combat is pretty bad. As a result, even the more elaborate ones never get too frustrating, because you always know the solution is here somewhere. This makes it much easier to explore every nook and cranny for that hidden key, that secret lever, that solution satanically scrawled on the wall in erratic chalk markings. While exploration makes the levels more expansive than they initially appear to be, the puzzles often happen in small, truncated spaces. The puzzles make the most of space too, though in a very different way. There are still limits to this-the camera remains fixed and eventually you'll hit an invisible wall-but it makes the levels feel more like actual places and not like simple A to B throughlines as some sections can feel like in other sidescrollers. Since it's a 2.5D affair, there are times when you can wander off into the background and explore, sometimes finding hidden collectibles or easter eggs nestled away. ![]() ![]() Little Nightmares 2 makes the most of open spaces. Six is basically there to help you complete puzzles, give you general hints when you’re stuck, and protecting her drives a lot of the narrative, loose though it may be. It offers very little instruction or handholding (apart from a literal handholding mechanic with your partner, Six), but that suits the eerie tones, and such trust in the player is welcome. It's tempting to keep focusing on the visuals, but the gameplay doesn't just exist to lead you from one scene to the next. The aesthetic plays a big part in elevating the game's inherent creepiness, building a foreboding sensation with each footstep. ![]() While "it's a chase game" is a simplistic reduction of what Little Nightmares 2 is-and doing so ignores the great puzzle aspects of the game-it's definitely built around the notion of wringing every ounce of creativity possible out of relatively simple gameplay loops.
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