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The Little Nightmares Studio Just Made Something Darker
8/10
GAME INDIE

The Little Nightmares Studio Just Made Something Darker

The first real monster I met in Reanimal was a slithering suit of human skin — a snake made of deflated corpses, dragging itself toward two terrified children in the dark. I flinched. That’s the promise Tarsier Studios makes within the opening hour, and over the next four-to-six hours, it makes good on it again and again. This is the Little Nightmares studio unshackled, and it is their darkest, most uncompromising work yet.

If you know Tarsier, you know the shape of this: small, vulnerable kids in an enormous, hostile world, pursued by things that shouldn’t exist. Reanimal casts you as a nameless brother and sister trying to escape a flooded, hellish version of the island they once called home, while searching for three lost friends. The big change from Little Nightmares is the leap from 2.5D into full 3D, with a shared, directed camera that constantly keeps both siblings in frame — a deliberate choice to crank claustrophobia and tension as high as they’ll go. It’s built in Unreal Engine 5, and it shows.

The dark, flooded island world of Reanimal
Image: Dmitry Krivov / IXBT Games

Short, sharp, and built on atmosphere

Let’s address length up front, because it matters: Reanimal is brief. Most players will roll credits in four to six hours, and the climax and resolution arrive within about half an hour of each other. If you measure worth in raw hours, the price tag will sting, and that’s a fair thing to weigh before buying.

But what’s here is meticulously crafted. Mechanically, this is a familiar mix of light puzzle-solving, tense stealth, and cinematic platforming — you press forward, avoid grisly deaths, collect keys, and coordinate with your partner. Tarsier knows this formula has worn thin in recent years, so they’ve widened the verb set: you’ll shoot, bludgeon, throttle, aim, and drive, and it makes Reanimal the most arresting game of its type in some time. The audio design is phenomenal — dread conjured from nothing more than a distant, inhuman drone — and the whole thing runs beautifully. Play it with a good headset in a dark room; that’s the intended experience.

The co-op question you need to answer first

Here’s the thing the marketing won’t tell you plainly: despite being sold as a co-op horror game, Reanimal is arguably best played alone. Its co-op design is oddly thin, making surprisingly little of a second player whether they’re beside you or in your headset. Several outlets came away feeling the AI-sibling solo experience actually sharpened the horror rather than diluting it — the loneliness is part of the point. Playing with a friend does have advantages (you can bounce ideas off each other on the puzzles), but if you’re buying this expecting a great shared scare-fest to rival the best co-op games, temper that expectation. The solo route is the one I’d point you toward.

Two child protagonists navigating a nightmarish environment in Reanimal
Image: Jarrod Harrison / Checkpoint Gaming

A horror story that’s actually about something

What elevates Reanimal above a simple scare delivery system is its subject matter. As the name hints, animals are everywhere here — and they’re metaphors for what the worst of humanity becomes when the fangs come out. This is, underneath the monsters, a punctual and angry game about the cost of war, and the children, always innocent, whose lives are permanently marred by the cruelty of adults. The narrative is fragmentary and often opaque, told mostly through environmental detail and the haunting concept art and masks you unearn by straying off the critical path. It won’t hand you answers, and if you need concrete resolution, the ambiguity may frustrate you.

It’s worth a clear content warning, too: Reanimal deals in blood, animal harm, depictions of suicide, and genuinely disturbing imagery. It is not a fun co-op romp, and it isn’t trying to be. It’s a bleak, thought-provoking thing you wrestle with rather than simply enjoy.

My honest read after the credits: Reanimal doesn’t reinvent Tarsier’s formula so much as refine it, push its themes further, and dress it in the studio’s most confident craft to date. It’s held back by its brevity, its underused co-op, and some bleak visual sameness in the middle stretch — but weeks later, it’s still thrashing around in my head like some poor animal trapped in a deep well. For fans of atmospheric horror, that lingering is exactly the point.

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