Little Nightmares The Residence Review - A separate, yet so tasteful creature

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Little Nightmares remains a separate, yet oh so tasteful creature. Fairytale-like and endearing to come across, to be at the right moments become dreary or even hard to get out... it is not an easy task, just ask the makers of the very changeable TV series Grimm. Little Nightmares now neatly rounds off its lifespan with the latest DLC level, The Residence. As expected, this ultimate mission brings little news, but it also does little wrong. If you follow suit, we dive together once more in the deep, all-hopped caves of The Maw...

A suitable final...

You now know what to expect from the average Little Nightmares level: charming 2D gameplay that, thanks to the unclear depth view and the clumsy control, repeatedly seeks the limits of healthy frustration. But also a very atmospheric trip in an unearthly hello, that in an appropriate mysterious way avoids any logical explanation and tickles the nerve endings of our inner conspiracy theorist. The story is again very vague: you are still one of the unhappy guinea pigs in the Maw complex and are still looking fanatically for an exit. Ready.

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This time you will actually end up in the residential rooms (hence the title) of the Japanese Geisha lady, who formed a sort of boss in the main game. This offers the necessary variety in terms of level design, because you do tour around more pleasantly than you are used to. Anyway, spaces that could be cozy if the electric lighting would work and you do not constantly get caught by the feeling that an apocalyptic event has just taken place outside. The emphasis this time is more on solving puzzles and they are of a reasonable level.

Also nice: Little Nightmares has actually found a way to let you confront your opponents. Less fine: it is a method that we were able to experience several times earlier (and maybe even better) in other titles, whether or not connected to the horror genre. Throughout the level you repeatedly encounter a kind of shadow figures against the body, which you can then switch off with a precisely aimed radius of your flashlight. This offers quite a bit of variety and tension - especially if you are in danger of being overwhelmed - and gives The Residence something more the look and feel of a final episode.

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...but too late?

Yet we wonder a bit about whether this level is worth a return to the game. After all, when you come to the point, you will be through it again for an hour or so and the events in the level will not be memorable again. The Residence is admittedly a solid addition to the Little Nightmares mythos, but the not always smooth gameplay ensures that you have to go through an adaptation process again. When you finally realize how grappling and climbing objects in the world are working again, you are already looking at the end credits. And that is detrimental to the feeling that dominates afterwards.

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Conclusion

The Residence is exactly what we expected from a new Little Nightmares level. If you could taste the rest, you will also find yourself here. If the main game did not mean anything to you, then this level will not really change your mind. That is not necessary. Why would you change something to an arrangement that wins matches? This means that you have to redefine the negatives of the main game, including the difficult steering and the not always clear depth view. Whether you have a problem with that, you have to decide for yourself.

Thanks for reading.

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