Little Nightmares 3 Review – All style without substance

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Following the borderline-perfect entries in Six’s history Little nightmaresI knew Supermassive Games would have substantial shoes to fill now that Tarsier Studios had moved on from this otherworldly dream. But how will this interactive horror powerhouse fare when it comes to adorable miniature characters trapped in a brutal, unforgiving world?

After that spectacular ending, we moved on from Six A little nightmareprequel. Now two modern, equally adorable characters are trapped in a modern version of bedtime horror games where Low and Alone must jump through mirrors and broken lands along with the usual cast of enemy monsters.

Little Nightmares III was high on my list as one of the most anticipated games of 2025, and while Supermassive Games looked perfect, something was missing – the nightmare of it all.

The premise is basic: escape

Supermassive Games perfectly captures the look of the series. Screenshot by Destructoid

You wouldn’t think so Little Nightmares III was created by another developer because it felt at home in immersive, atmospheric locations with silky, linear levels. Intricate detail in handsome color grading, terrifying sound design, effective operate of lighting, and believable heroes and villains make Nowhere feel like a real place we should all be afraid of.

It starts to falter in pacing and storytelling. Instead of the usual feeling of following both characters in an uncertain endeavor where each location behaves like an ecosystem or a giant entity that houses more terrifying inhabitants, Little Nightmares III instead, it plays like an arcade game. You jump from level to level, creating a total of four chapters loosely connected into one slowly unfolding cutscene that serves as a focal point that you return to over and over again.

This time the horror script missed the mark

Alone and short, he steps across the beam in the monitor room when the Overseer enters
Something seemed off about the narrative, as if the chapters were meant to be standalone products, using the same design formula each time until the game ended abruptly. Screenshot by Destructoid

Priced at $39.99, it took me about five hours to complete, but I spent most of my time searching for collectibles rather than enjoying the story. I quickly noticed a pattern Little Nightmares IIIfour chapters worked: move from point A to B using vents and platforms, occasionally outsmart an enemy, and escape from the chapter’s antagonist to complete the section. While this is similar to what previous titles have done, the sequel’s problem is its repetitiveness and lack of a key element: an overarching antagonist.

Since there was no modern mystery antagonist to consider, it felt like a bit of a stop-start. The Lady had theories centered around the iconic six, and the Thin Man delivered a great story without the need for ambiguity. They are very different, but each of them had a significant impact on the series. However, the main antagonist was nowhere to be seen and was instead replaced by the main antagonist in each chapter.

Alone and Short, peeking around the corner of a cabinet with the Overseer out of focus in the background
The designs resemble dolls, which is a recurring theme in this post and reminds me Very little nightmares. Screenshot by Destructoid

The perspective of the monsters in Nowhere becomes a bit tumultuous because nothing makes much sense. There is no uniform and clear aesthetic as each monster has its own rules and design, making the group of monsters a complete mismatch. Some fit, some didn’t. None of the monsters were particularly memorable or scary, especially since you were either fending off a random wave of smaller enemies or running away from the antagonist until you finally defeated them. This meant that the chapters felt more like individual nightmares that Low and Alone had to face rather than an exploration of the huge world where Six, Mono, and many other children were once held captive.

Janitor, Cook, Hunter, Teacher, Spectators, Guests and even Patients immediately come to mind when I think about Little nightmares. However, I don’t think I’ll remember anyone other than Kin and Supervisor, who already exist through a series of board games and audio-fiction. The monsters’ behavior was mostly consistent with previous titles, so they lacked anything modern to make them stand out.

Little Nightmares III wants to constantly remind you that Nowhere is a hellish manifestation of children’s greatest fears

Short and lonely, walking through a metal pipe with Visitor-like monsters hanging from hangers, working and watching static TV
The monsters probably contain a lot of symbolism that relates to Low’s life outside of Nowhere, but the narrative is weaker as lore is added to diversify and break up the chapters. Screenshot by Destructoid

There aren’t many references to previous games either, aside from Nomes, TVs, and chapter-exclusive paintings and figurines. Of course, that all-seeing eye returns in multiple guises – which, one could theorize, is the overarching antagonist of this title – but the much-needed intrigue to draw you back into its dream is watered down. This would explain why the sequel feels so different than the standalone story.

Unused mechanics and monsters

Low and alone, using umbrellas to lift himself to a higher platform
The value probably lies in online collaboration. Screenshot by Destructoid

I firmly believe that this game is not intended for solo play. Rather, Little Nightmares III is a multiplayer game with a single-player option. Each chapter left me wanting more, and the ending left me feeling unfulfilled, assuming that satisfaction was only guaranteed by the expansion pass.

There were many gaps, both in gameplay and content. There is a scream feature that you have to operate in single-player for the AI ​​to do anything, but along with the throwing mechanic, it is only used once and is intended to distract the monster. Most of the frustration came from the convoluted platforming, which had me dying far more often than I should have. This, of course, lowered the overall fear of entry (which was already lower than in the last two games), increased the frustration, and increased the time spent in an otherwise brief section as I had to wait for the game to want me to move.

Full body close up of Low and Lonely looking around Nowhere
One wonders why couch co-op wasn’t introduced when multiplayer has more entertainment value due to the sequel’s more adventurous gameplay. Screenshot by Destructoid

However, my biggest concern with this title is the lack of couch co-op. Little Nightmares II I was working solo because Six was following you. This time both characters are equally critical due to the unique tool each carries. The AI ​​is sharp enough to carry key items and fight without orders, but it would work infinitely better in co-op. Having to run to one place and call out to your companion so they don’t get hit by a monster or debris gets aged very quickly, while co-op will completely remove that obstacle.

Little Nightmares III is worth your time if you’re playing with someone

Running away from The Kin, the out of focus monster in the background
Screenshot by Destructoid

This type of horror game is the perfect place to start for those modern to gaming or for those who get scared easily. Its addictive atmosphere makes you lose hours quickly and in a strange way you will never want to leave it, which only makes you say goodbye to it Little nightmares all the more painful. Even though it’s a quick game, this sequel moves along Little nightmares basic platform game. However, you should not choose this entry for its symbolism, secret knowledge, or to make it larger than it actually is.

Low and Alone takes place in Nowhere and unfortunately ends there.


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