Horror comes in many forms. In games, much of it is derived from the unexpected jump scare. But what I’ve found over the years is that good horror comes from the build-up of tension and that growing sense of unease and impending doom. Always, it has been the atmosphere that sells the creeping dread in the pit of my stomach. The sudden appearance of an enemy (while it breaks some of that tension) is mostly annoying. I’ve never liked the triggering of my instinctual reactions of fight or flight. Especially if I have to experience it multiple times. Similarly, grotesque monsters are all well and good, but after dying several times to them, or outsmarting them, their appearances lack impact.
During my time down in Melbourne, I brought along my Switch to keep me company. Knowing that what time I could spare for video games would be short, I settled on playing Little Nightmares. Released back in 2017, from developers Tarsier Studios and Supermassive Games, it has earned critical acclaim.
Though these games have never really been my cup of tea when it came to genre, I was still curious about the game after one of my friends expressed an interest. Mustering my courage, and after dipping my toes with the likes of Limbo and Inside, I thought: why not?

Little Nightmares follows the story of Six. A girl in a yellow raincoat who finds herself in a placed called the Maw after a dream about the Lady, a woman dressed similarly to a geisha. From there, the game continues to feed the story piecemeal to the player, without any form of dialogue or explanation for the world that they are thrust into. Rather, just like Inside and Limbo, Little Nightmares tells its story with contextual clues found around the environment.
Even instructions for controls are sparse. It took me a while to figure out to hold and interact with objects, but once I did, it simply became an issue of solving the puzzles around me or ensuring my time when it came to escape sequences.
Not every game needs to hold the players hand. In Little Nightmares, it’s all about experimenting and seeing what happens when Six pushes the button. Still, there were parts in the game where I would have preferred a hint system that could point me where I needed to go. Or, at the very least, made the next step a little more obvious. Too many times, I ignored a grill in the background, thinking it was just decoration when it was actually a climbable path. You would think I’d learn but alas.

Little Nightmares is broken into several acts. Each one seems tied to a phase when Six suffers a bout of hunger. There’s no explanation for the hunger that Six must deal with. Only that each time she does experience it, she needs to eat more than what she had the last time. First a piece of bread, next a rat, then a gnome and finally the Lady in charge of the Maw.
Each act of the game also has its own share of enemies to deal with. In my playthrough, I felt that the Janitor was the most terrifying with his long spindly arms. He might have been blind but he was quick with his grasping hands. While the Twin Chefs had their own challenges, I found them much more manageable. As for the Guests, they keenly reminded me of Spirited Away with the way they glutted themselves on meat. In many ways, they were the most terrifying enemy because of how similar they were to humans.
Last, but not least, was The Lady. Despite Six’s best attempts, she found herself locked in a battle with the owner of the Maw. Yet despite her terrifying powers, The Lady was someone that could actually be brought low. In a game where Six could do little more than run, being able to take the Lady down was much more cathartic for me as a player. No longer was I helpless. Rather, I could fight The Lady on my own terms.
Still, that ending when Six, armed with The Lady’s power, walking out to freedom was a chilling experience. Even though Six had earned her freedom, there was a sense that she had paid a high price for that power, though I’m sure those that have played the sequel would already know that answer.

Then, of course, there was the bundled downloadable content that came with my edition of the game. Secrets of the Maw. During this part of the game, I was thrust into the role of The Kid, a boy with tattered clothes and messy hair. Those in the know have pointed out that he was the one that gave Six the piece of bread in the earlier part of the game. Whether or not that’s true, I’m not sure. What I do know is that the boy becomes the gnome that Six chomps down on.
Despite knowing his fate, I pressed on in my quest to see him free of the confines of the Maw. In the first part, I had to successfully navigate the watery levels, hunted by the Granny. And my goodness, those moments were tense when The Kid was in the water. Every time I saw bubbles and heard the music ratchet up, I would scream at my screen for The Kid to get to the next safe place.
The next chapter lost some of that terror because it was more focused on using the gnomes to assist with diabolical environmental puzzles. Most of it was pretty standard problems that required throwing the gnomes at the right angle. The part that I struggled with the most was when I was trying to catch the gnome in the coal pit. After much finagling, I finally managed to snatch it up in my arms and give it a cuddle. Goodness, why couldn’t that gnome be the one that Six munched down on?
As for the final chapter with The Lady, I also liked having enemies that The Kid could actually defeat. This time, with the aid of his electric torch. Yes, there were the occasional annoyances when I’d get caught at a strange angle and still be defeated, but at the very least I could fight back instead of running away and hiding.
Overall, I think Little Nightmares balances the helplessness of the main playable characters with moments of agency (at least in the last act). Tarsier Studios should also be applauded for the world that they created in the form of the Maw and the way that they slowly escalate the tension as Six and The Kid crawled through . Those first few moments as I tried to find ways around the Chefs and the Janitor had me on the edge of my seat. It also helped that the developers peppered the game with generous checkpoints should the player fail (which was quite a lot).
Like Limbo and Inside, there terror from the games comes from the environment and the atmosphere rather than from cheap jump scares. Yes, there’s a feeling of dread and some of the enemies might be scary to look at, but it never quire reaches the heights of a conventional horror title. Rather, it fits the bill of a suspense-adventure (as classified by the developers) and it sure does hit that mark.










































