Little Nightmares: Superb aesthetics, improved mechanisms

After several commissions, the studio Tarsier finally gave birth to its first true foal, the dark and attractive Little Nightmares. This platformer with a very marked style had already tapped in the eye for a few months, a reason sufficient to follow it with a certain interest. Is the end result up to expectations?

Do not expect an epic rich in dialogue within a minimalist title in his narration. It is very simple, the main elements of the game - the name of the heroine, the nature of his quest, the place explored - were more evoked by the developers than by the game itself, which takes care to remain cryptic until The end of his adventure, but this is a point to which we shall return a little later. Know then that they hear through this adventure to retranscribe the difficult experience that the children pass through growing up and place you for it in the skin of Six, a frail, defenseless person and afforested a great yellow waxman that you will have to guide Through a succession of 5 levels.

                                 A PRETTY NUMBER OF CIRÉ

Little Nightmares does not intend to revolutionize the platform games to atmosphere, of which he is a classic heir. He succeeds in capturing us in his atmosphere from the first seconds, carried by a sublime aesthetic evoking the works of Tim Burton or Jean-Pierre Jeunet (the city of lost children, among others). His visual accomplishment is accompanied by a minimalist sound design, but always just and adapted to the context he intends to depict. This faderaque wonderland takes place in a ship - which you see constantly pitching - is amazing scenery during each level crossed, although some influences are perceptible, like those of the productions of the studio Playdead. In short, the immersion brought by the world of Little Nightmares is impeccable and can justify by itself its acquisition.
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Similarly, it is not always easy to determine if an element is sufficient to hide or not, and if an enemy is able to catch us at a given distance: hide-and-seek games sometimes end up being tested one strand Desperate, fortunate luck. For example, during our journey through the kitchens, it was always impossible for the enemy to catch us under a table, even knowing full well that we were hidden beneath it. So it was only natural that we once again hid under a table at the end of the level ... before discovering that this was the only case where the latter tried to dislodge us there. A fact which is not dramatic, but which repeats itself several times and contributes to the lack of clarity of certain situations. Fortunately, the simplicity of the puzzles and progression partially offsets this frustration, although the placement of checkpoints is sometimes questionable.


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