![]() I think Little Nightmares II is still a lot of fun, with most of the puzzle challenges being right on point. When the fight began, I stopped crouching, however replaying that scene so many times had done me in.ĭon’t get me wrong. I was holding the left trigger to sneak while also keeping the right trigger down so I could carry the mallet. After ten strolls through that hallway, my trigger fingers were done. But perfection comes at the cost of hand cramps. That took a few attempts before I nailed the pattern and made my escape. The hallway scene wasn’t the first time I encountered this I ran into a similar problem in the kitchen. Timing is everything with no chance to redeem yourself aside from starting over. Mono cannot act a second too soon or fall a split second behind. Mono was immediately killed and I was sent back to the checkpoint. And when I failed, there was no second attempt to recover and counter. Swinging it to hit the rather spry enemies ahead required split-second precision. It is heavier than my bag head boy and the length is equal to his height. Considering the size of the axe, of course Mono could only drag it. Intuition told me that there would be enemies ahead, and most likely ones that would spring forth from lockers that looked ajar. I carefully led him down a hallway lined with lockers. That scene, that moment, was a perfect application of this new feature.įast forward to Mono dragging an axe behind him, doing his best Pyramid Head impersonation. For example, there is a moment in the first level which sees Mono and Six work together in order to slow down an attacker. I encountered instances where weapons fit seamlessly into the game. For a puzzle solving platformer, it would ruin the overall experience if suddenly Mono needed to regularly rely on them. But I would be lying if I didn’t admit I was worried about tossing weapons into the mix. The horror setting definitely leans toward needing a weapon every so often. When I heard that there would be instances in which Mono would actually have to fight, I was intrigued. Which is why I am a little annoyed with the second major addition to Little Nightmares II. But at the end of the day, when push comes to shove, you need to be able to stand on your own two feet. It’s been nice having a friend for the end of the world. Well, insomuch as two people who don’t really speak can share that sort of a relationship. Six provides nudges toward clues, gives Mono boosts, and even responds when you call to her. A partner to sneak around in the tall grass or wade through swamp waters. Six is a friend to help you pull or push obstacles. Having Six at your side makes it possible for Mono to reach new heights and solve new riddles. This is a feature I am extremely glad made it into the sequel. One of the big selling points of Little Nightmares II is that Tarsier brings back Six as an AI companion. Spoiler warning: This article contains potential Little Nightmares II spoilers. New locales and environments with danger lurking around every corner makes for some edge of your seat, jump scaring entertainment. A new friend named Mono stumbles into her path, and the two team up to explore the world beyond The Maw. However, this part of her journey is one she won’t embark on alone. Nearly four years after Six’s plight stole our hearts, Little Nightmares II emerges from the fog to continue her story. ![]()
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