We take great care in sourcing our products directly from authorized distributors, and we stand behind every product we sell. In my review of Little Nightmares II, I praised the follow-ups ability to maintain its incredible and grotesque art style, sense of narrative tension, and downright creepy vibes. Sure, some of the clunky mechanics that plagued the previous game still exist in the new release, and sure, the thematic throughline of the new game isn’t quite as strong as the insatiable hunger that pervaded the original, but overall, Little Nightmares II is a must-play game in a must-play franchise. And now I get to talk about why as we discuss that literal cliffhanger of an ending and whether or not Little Nightmares II is a sequel, a prequel, or something else entirely. The beginning of Little Nightmares II introduces you to Mono, the player character who has a penchant for wearing oversized hats on his head and boasts the ability to wield heavy objects like hammers, axes, and pipes. We meet Mono in the middle of a forest clearing on the outskirts of the Pale City, an area inhabited by a deadly Hunter and separated from the perils of that urban decay by a waterway.īut another ability is present from the beginning, the player just doesn’t know about it. And we find Mono sitting beside a powered-down television set. ![]() Odd aesthetic? Eye-catching art? Important narrative clue? It’s all of the above, and it’s something that you appreciate more after finishing the game. ![]() It turns out that Mono can actually travel through TV screens like portals.
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