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Little Nightmares 3 Review

17. Listopad 2025 v 20:00

It’s a Big, Scary World Out There

HIGH The last monster is a doozy.

LOW Having to do a boss fight six times because of an AI glitch.

WTF Is that a wading pool full of dentures?


Despite what feelings they might have about a Little Nightmares they didn’t make, the developers at Tarsier should be proud that they created a franchise with vibes so iconic that it’s possible for another studio to make something that is so instantly recognizable as Little Nightmares.

For all of its flaws, no one can make the argument that Little Nightmares 3 doesn’t feel like Little Nightmares. It hits all of the important franchise beats – there are creepily adorable main characters, an oppressive, oversized world, and monstrous entities wholly focused on the heroes’ demise.

What it lacks, by comparison, is a sense that these elements meld together to form a whole — because right now, Little Nightmares 3 feels more like a series of levels than a coherent experience.

Set in a horrible dreamworld recognizable to anyone who’s played any of the others in the franchise, LN3 follows children on a journey through four distinct worlds — a necropolis, a dusty wasteland where birds are slaughtered, a disgusting candy factory and a Dark Carnival where the displays are as upsetting as the attendees. Finally things move to a final level that I won’t reveal, save to say that it is seemingly tied closely to the series’ oblique mythology.

Hopefully one of my major issues is clear based on the list of levels I just outlined – namely that LN3 has no coherent flow to its progression.

While individual levels might have a sense of rising action – players invariably meet that level’s threat about a quarter of the way through and then have to deal with three further encounters before vanquishing it or making good their escape – there’s never a sense that an overall tale is being told. Low, the lead character, has a map that he consults before using his powers to teleport to new areas, but what these areas have to do with one another, or the goal he’s attempting to eventually reach never become clear. At the end of the adventure, I was left with more questions than answers.

To its credit, on a moment-to-moment basis LN3 works well. The puzzles are cleverly designed and clearly laid out, and the AI is good enough so that if a player doesn’t have a live co-op partner, they should have no trouble completing the many two-person objectives. I played most of the campaign in single-player mode, and almost never found myself getting stuck because the computer partner was too slow or confused about what to do.

That said, LN3 really does play better when two live players are involved, and it’s delightful being able to speed things along by having two people working on puzzle elements simultaneously. As such, it makes the lack of single-screen co-op feel like an oversight. There are a few locations when two characters have to separate, but they’re few and far between, and the success of things like It Takes Two and Split Fiction have proven that split-screens work just fine. At least they aren’t forcing players to buy two copies – as long as the host has a copy of LN3, their co-op partner can simply download the demo and play with a Friend’s Pass.

In a large sense, I don’t have many complaints about Little Nightmares 3. Each new area is beautifully realized, the monsters are scary, and the skin-of-the-teeth escapes are as thrilling as one would hope. However, as I closed in on the end, I couldn’t help but feel that it all felt vaguely hollow. It’s definitely a Little Nightmares title, but it never feels like it has anything to say, or that it’s building to something profound. Even the ending was underwhelming, although given that it has to be compared to the sadistic gut punch in Little Nightmares 2, that was probably always going to be the case.

Little Nightmares 3 might be the least of the trilogy so far, but anyone who wants to have a new experience in its horribly bleak and oppressive world will still find this a great opportunity to do so — it just doesn’t come together as darkly perfect as it should.

Rating: 6.5 out of 10


Disclosures: This game is developed by Supermassive Games and published by Bandai Namco. It currently available on PC/PS5/XBS-X/SW. Copies of the game was obtained via publisher and reviewed on the PS5. Approximately 10 hours of play was devoted to the single-player mode. The game was completed. 2 hours were spent in Multiplayer modes.

Parents: This game was rated T by the ESRB, and it features Violence and Blood & Gore. This is a disturbing world full of violent imagery, but it’s presented in such a cartoony and grotesque way that I suspect even younger teens won’t find it excessive. Be prepared to be haunted by some of these creatures, though. That will happen.

Colorblind Modes: The game does contain colorblind modes.

Deaf & Hard of Hearing Gamers: I played almost the entire game without sound and encountered zero difficulties. All information is provided via text, which can be resized. The game is fully accessible.

Remappable Controls: No, the game’s controls are not remappable.

The post Little Nightmares 3 Review appeared first on Gamecritics.com.

PIGFACE Preview

16. Listopad 2025 v 20:00

2003’s Manhunt is a brutal, gritty title that occupies a strange place in Rockstar’s catalog as something that should be considered the company’s best work, yet it remains overshadowed by their own mega-hit franchises. This bleak, uncompromising meditation on the nature of voyeurism questioned the player’s participation in horrific bloodshed, and has since become something of a cult title — and PIGFACE is certainly one of its descendants.

Set in a post-industrial wasteland, PIGFACE places players in the role of a woman with a bomb in her head. Faceless handlers have assigned her to murder members of a drug-dealing gang across a handful of locations, and what little characterization the game offers has those same handlers shocked by how little pushback they receive from their living weapon – almost as if she’s as much down for all the murder as the people playing the game. The gameplay is as basic as the graphics – this looks like a Quake-era experience and feels like gritty, vicious shooters of that time, back when most titles were developed by a handful of people and when it was easier to smuggle bizarre and extreme content into even major titles.

After choosing a mission, the player picks their loadout from a decent arsenal – but in a twist that feels strange for an FPS (and may have been inherited from Manhunt) the player can only bring a single ranged weapon. This creates a bit of awkwardness, as the player is asked to decide on a playstyle before they have a sense of what the level is like, and pre-mission the briefings are not particularly voluminous. So, there’s often nothing to do but guess whether a sniper rifle or a shotgun is better for any given area, and if that doesn’t pan out, they can hope to snag a more appropriate weapon off of a dead body somewhere along the way.

The strange part is that for a game seemingly built around experimentation and taking chances, the developers punish players harshly for mistakes. Any time they fail a mission, a steep financial penalty is incurred. While guns only have to be bought once and ammo is free, healing syringes cost money, ensuring that if a player fails a particularly difficult level more than a couple of times, they’ll be forced to try again with even fewer resources, and consequently, less chance of success.

Enemy AI is also a little on the spare side at this point. I’m sure it’s a difficult to balance and all of the enemies can be best described as drug-addled wastrels, but they were remarkably unobservant and unresponsive whenever violence kicked off — enemies will watch a guard’s head get blown off with a sniper rifle, shrug, and then get right back to their patrol seconds later. Setting off explosives or blasting away with a machine gun might attract reinforcements, or it might not – enemies were largely unpredictable in an ‘is the AI broken and not responding to triggers?‘ kind of way.

Still, there’s plenty to be optimistic about here. The violence is every bit as brutal and upsetting as one would hope given PIGFACE’s obvious inspiration. There are huge blood spatters with every shot, and enemies scramble around and scream as they’re injured, making the whole thing feel doubly unpleasant.

This unpleasantness also permeates every bit of the world. Every room is full of trash and dirty needles. The player is asked to shut down drug factories, and all they find are a few drums and jars crudely linked together with hoses and tape. This game is about the absolute lowest-tier of criminal being executed by an assassin who lives in a dingy one-room apartment next to a set of elevated train tracks. It’s a celebration of the grindhouse aesthetic and seemingly pointless violence – although as the story gets developed in later updates, that might well change.

PIGFACE is in a rough Early Access state at the moment, with inconsistent enemies and no real narrative to speak of. I don’t expect the graphics to get any better – the low-end look is the point — and it’s a clear throwback to a rougher, more brutal past. Anyone lamenting that we never got a Manhunt 3 will find a lot to love here.

Assuming gameplay is rebalanced and more levels are added – I beat all five in just under an hour – this is extremely promising. Hopefully the devs manage to turn it into a more complete experience, as games this heartlessly brutal are few and far between.

Or maybe this kind of game being rare is a good thing? I’ll let history be the judge.

The post PIGFACE Preview appeared first on Gamecritics.com.

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