Reanimal: A Chilling Evolution of Little Nightmares

Tarsier is back with a horror game that takes its well-known Little Nightmares style and makes it richer and more meaningful. While it could have been a bit bolder, Reanimal is still very captivating, with a dark, nasty, and scary feel.

You can’t really talk about Reanimal without mentioning Little Nightmares. This is the first game from Tarsier since they stopped making the series that made them famous. (The third part was made by someone else and didn’t do too great). Reanimal feels so much like Little Nightmares that it’s hard to miss. It’s about two skinny kids, a boy and a girl, who are lost in a terrible, dangerous world. The game is set up with scary boss characters you meet again and again, and chases that build up to a big finish. Reanimal also has many of the same quirks as its predecessor. For example, it starts with a mysterious hint – here, it’s the opening of a crumbling well looking up at a scary sky. It also shows how the clever main characters come back to life, huddled together as if they just woke up from a bad dream.

But even with all the ways it’s the same, Reanimal also feels quite different. For one thing, the scary things these young children face are not softened by a fairy-tale look anymore. This is a dark, mean, and violent world, and its horrors are often truly disturbing. Beyond its grimmer, nastier feel, it’s also much more ambitious and experimental. The first big surprise is the voices. Adding talking could have ruined the feeling of being alone and scared. But from the very first line – a quiet, questioning, “I thought you were dead” – Tarsier gets it just right. There are only a few more lines in the whole game, and each one is more chilling because it’s unclear what they mean, especially when spoken by what I think are real children. Then there’s the camera. It’s always moving and changing, showing Tarsier breaking away from its usual side view. Instead, it frames the cinematic action – like foggy oceans, flooded streets, burnt forests, and old factories – to have the biggest impact.

We start, though, on calm, spooky waters. The early boat trip with Boy and Girl is guided through the dark night by screaming seagulls and the faint red lights of distant markers. For a while, it seems Tarsier might have completely left behind its old ways. We drift freely into the unknown, through caves that look like the bottom of the sea and long, winding streams filled with mines. But soon, the boat runs aground near something like a huge concrete fort. Then, Reanimal falls back into a more familiar pattern. Just like Little Nightmares, Reanimal builds its progress around a series of encounters with different monsters. It follows a predictable pattern: introduction, things get worse, and then a final fight before moving on to the next. And Tarsier has created truly unsettling monsters here – sad, tortured creatures twisted into strange shapes made of other, scarier things. This makes its darker, meaner, and more hopeless tone even stronger.

The world of Reanimal is also fascinating. This broken island, torn apart by the ocean, is a surprisingly modern-day nightmare. Early on, the young siblings find themselves lost in empty factories. Deserted train yards give way to falling-apart city slums, then forgotten farms, rough coastlines, and so on. It’s a world of parking lots and grocery stores, of taxis and school buses, that feels both familiar and completely strange. And while there’s a tiny hint of a story – maybe about humans and nature caught in a losing battle against corruption – it’s more of a mood piece. It tells its story through hints in the environment rather than a clear plot.

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