Little Nightmares II is a puzzle-platformer from Tarsier Studios, following Mono and Six through the Pale Cityβs rain-soaked outskirts. The complete campaign finished in a single session, running through all five chapters from the hunterβs domain to the Signal Tower finale.
The presentation is a step up, with the visuals looking sharp even in performance mode. The companion AI is the standout mechanic, with Six navigating the world competently, reacting to the environment and feeling like a genuine ally.
The quality-of-life fixes please, with keys auto-stashing instead of slowing the character and narrow walkways no longer causing falls. The horror designs impress, with each threat built around a single grotesque feature and the grim tone maintained throughout.
The boss encounters are strong, from the shotgun-wielding hunter in the opening woods to the later confrontations. The TV portal puzzles are creative, warping the player between screens in some of the cleverest puzzle designs in the series.
The combat is the one serious complaint, with weapon swings missing against the school bullies and colliding with invisible foreground walls. The heavy weapon is slow and demands precision, and the grab control sits oddly on the right trigger.
Depth perception still bites occasionally, and foreground clutter can obscure the character entirely at the worst moments of a chase. The checkpoints are gracious, and there are fewer loading screens than in the first game.
Overall, the presentation, the companion AI and the horror designs make this a worthy sequel to a modern classic. The clunky combat is the only real weakness.