The old Little Nightmares team is back with Reanimal, but it isn’t the game I wanted

Verdict

Reanimal taps into our fascination with theories, crafting a game that, while visually stunning, often veers into a realm of narrative confusion. The vibrant aesthetics and intriguing boss designs are overshadowed by a two-player co-op experience that feels cumbersome and punishing, ultimately undermining the tension the game strives to establish.

Leading up to its release, discussions surrounding Reanimal have predominantly revolved around its thematic depth. Tarsier, known for allowing players to draw their own conclusions, has seen its Reddit community buzzing with fan theories. My initial thoughts leaned towards an environmental critique, suggesting the game comments on the toxic waste polluting nature, transforming the pure into the corrupted. I pondered the implications of animal cruelty, with the mutated creatures serving as antagonists—could this be a metaphor for consumerism and our detachment from the lives of livestock? The trailers hinted at war, leading me to consider whether the game merely reflects the senselessness of violence. Furthermore, it raises questions about societal protection of children, drawing parallels between their innocence and that of animals, both vulnerable until tainted by life’s harsh realities. Ultimately, it begs the question: is humanity the true monster? The implications are troubling.

As I immersed myself in the game, the weight of these theories overshadowed my concerns about its gameplay quality. The journey begins with a boat ride towards an island, where players must rescue their sibling from the depths of the water. In a familiar format reminiscent of Tarsier’s previous titles, Reanimal unfolds in chapters, each presenting a new area to navigate in the quest to save friends. Along the way, players encounter formidable foes, culminating in climactic confrontations that often require a hasty escape.

The initial chapter plunges players into the sewers, leading through a train graveyard, a surreal forest of skin-trees, and into a city where the first landmark is a cinema. While the game undeniably captivates with its visual splendor, I found myself grappling with the significance of each area and its connection to the bosses that inhabit them. The first antagonist, for instance, lacks a coherent theme, appearing to portal through the remains of deceased creatures while engaging in seemingly random activities like washing clothes.

This disjointedness permeates Reanimal, particularly as players delve deeper into the island’s mysteries, struggling to discern the uniqueness of each locale and its relationship to the lurking threats. Reddit theorists suggest that each level mirrors a child’s deepest fears, a notion I can appreciate, yet it lacks the clarity and explicitness that would enhance the overall experience.

The game’s tone is overwhelmingly bleak. Throughout my playtime, I often felt more sorrow than fear; while the initial boss instilled terror, subsequent encounters were simply disheartening. This pervasive negativity detracted from the enjoyment, especially in a co-op setting. Partnering with Nat, another senior writer at PCGamesN, we found ourselves in moments of unexpected compassion, such as comforting a trembling pig, which left me feeling more unsettled than scared—hardly the ideal atmosphere for a Friday night gaming session. Perhaps this discomfort is intentional, designed to provoke reflection on our actions and choices, yet it risks overwhelming the player, shifting from dread to disappointment. Even when confronted by the mutated creatures, my instinct was to leave them be.

While the game follows a linear path, it attempts to create a sense of scale, making players feel small against the vastness of the island. Interludes between levels involve navigating treacherous waters and evading enemies, yet the abundance of harpoons at our disposal diminishes any real sense of danger. Although stealth moments exist, they often give way to brute force once weapons like crowbars and knives are introduced, diluting the atmosphere that had been carefully built. The inconsistency of mechanics—where a crowbar might lead to instant death in one scenario but be perfectly acceptable in another—adds to the frustration, requiring players to trial and error their way through dramatic sequences.

Puzzles within Reanimal are relatively straightforward, often revolving around finding keys to unlock doors. While some concepts, such as locating fuel for a getaway vehicle, are engaging, many tasks devolve into mere experimentation with switches or prying doors open. The rationale behind certain actions can be elusive, leading to confusion and frustration, particularly as the game insists on creating a grand sense of scale while enforcing a prescribed route.

Despite its many admirable qualities—ranging from the striking art style to the impressive boss encounters—Reanimal often left me reminiscing about the magic of Little Nightmares. The latter’s ability to weave intricate narratives, featuring significant twists and meaningful reflections of each boss in their respective domains, created a cohesive story that felt purposeful. In contrast, Reanimal struggles to achieve that level of narrative clarity, though it undoubtedly sparks conversation among its audience. For now, I find myself content to observe the theories unfold from the sidelines.

AppWizard
The old Little Nightmares team is back with Reanimal, but it isn't the game I wanted