21/08/2024 Lauren Harris 1143
If you’re a fan of the eerie atmosphere and unsettling storytelling of Little Nightmares, you’ll want to keep an eye on Tarsier Studios’ latest project, Reanimal. During an online preview event last week, I was almost convinced I was watching a trailer for a new Little Nightmares game. The familiar, haunting vibes were all there—until the name Reanimal appeared on the screen, accompanied by a snippet of dialogue that quickly shifted my expectations.
Reanimal draws heavily from the DNA of Little Nightmares—the horror setting, the Grimm’s fairytale vibe, and the way it portrays distorted adults as monstrous figures through the eyes of a child. In one scene, a long-limbed man in a threadbare suit chases children down an alley on a bicycle. In another, a gangly pursuer in a bowler hat scuttles down a long table like a spider. It’s familiar territory, but with Tarsier’s unique style, these nightmares remain as potent as ever.
However, Reanimal isn’t just a rehash of what came before. The game introduces some exciting new elements that set it apart, even if it were a direct sequel. For starters, it’s a two-player co-op experience, playable either locally or online. “The easy solution would have been to make it split-screen… but we didn’t want people to ever feel alone. We wanted to force players to go through together,” says David Mervik, narrative director at Tarsier Studios, who also wrote for both Little Nightmares games. Mervik cites It Takes Two as an influence but notes that Reanimal takes a more minimalist approach.
One of the most intriguing aspects of Reanimal is its shared, directed camera. Unlike Little Nightmares’ fixed, side-on perspective, Reanimal offers more curated, cinematic scenes, even as you explore optional locations. This change allows for a deeper connection between players and the world, as well as a more immersive experience overall.
Mervik explains that the inspiration for Reanimal came from a simple question: “What if we could get that sense of adventure—with a slightly diminished scope than The Wind Waker—with that thick, claustrophobic dread that you feel in, like, Silent Hill 2?” The result is a game that balances excitement with abject terror, allowing players to explore smaller areas off the main path and uncover the dark secrets of this twisted world.
But the biggest departure from Little Nightmares is the game’s preoccupation with massive, grotesque farm animals. These titanic creatures burst through crumbling walls, hungry and relentless. One particularly memorable scene shows a multi-armed sheep climbing between two buildings, while a giant pig perched on its hind legs slowly turns to face the camera as the protagonists flee through a rotting wooden shack. There’s even a mysterious creature that defies classification, scurrying about with limbs emerging from a vast cocoon.
The characters and monsters in Reanimal are designed around the shared past of the game’s five orphan protagonists. You’ll play as one of two: a girl wearing a bunny mask, or a boy with a sack over his head. While Tarsier is keeping details about these characters under wraps, it’s clear that their journey will be a harrowing one.
Mervik describes the world of Reanimal with words that evoke a corrupted, distorted version of reality. “The world itself? I’d say violent is the word I’d use most,” he says. “Oh, it’s a lovely pine forest. How can we destroy that? There’s very industrial settings, and what should be a nice water forest…”
As Mervik talks about the opportunities the new camera system offers, his excitement is palpable. Despite the dark themes and unsettling imagery, Reanimal feels like a deeply focused and intentional project—a natural evolution of Tarsier’s unique style.
While the Little Nightmares games were criticized by some for being short, they were also praised for their tight, perfectly unsettling experiences. Reanimal looks set to continue that tradition, offering a co-op adventure that’s equal parts terrifying and captivating. I, for one, will be counting down the days until its release—though I don’t think I’ll be counting sheep anymore.
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