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LITTLE NIGHTMARES III

Edge UK

|

December 2024

The smallest of horrors gets the Supermassive treatment

LITTLE NIGHTMARES III

Even by Little Nightmares standards, this feels like a slow buildup. We start by trekking across a desert, two children chafed by blowing sands, signs of some kind of wreckage, or perhaps an exodus, strewn over the brown expanse. Suitcases make up most of the debris, piled up or flung open, except for a single bloated body, face down, slow-cooking in the dull sun. A stone wall signals the end of the walk, and we enter a ruin, yanking a crate of unidentified offal around to unblock a path forward. Beyond lies a dead city, scattered with expired people and clattering mechanisms pulleys and boxes in the foreground, giant wheels turning out of shot, shaking the structure. We're grateful that everything bar the loitering crows here is deceased, especially when we step across the cadavers of some giant beetles.

It's a drip feed of an opening that luxuriates in incidental detail, demanding that you drink it all in when there's little to do but push on from left to right. Yet if this extraslow burn is set to be a signature feature for the series after its switch of developer (from creator Tarsier Studios to British horror maestro Supermassive Games), it's far from a major departure. In part that's because there is continuity from publisher Bandai Namco, the game's key producers having worked on the previous games. But also, there's a concerted effort here to recreate Tarsier's dank atmosphere. "The main [concept] is childhood fears and the way you feel very small in a world that's not made for you," producer Coralie Feniello explains.

Edge UK からのその他のストーリー

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Possessor(s)

After three rounds of layoffs this year and Hyper Light Breaker’s curtailed development in early access, a lot seems to rest for Heart Machine on this plucky Metroidvania side project. The studio has an obvious knack for conjuring up fascinating fantasy worlds, but since its compact debut, Hyper Light Drifter, it’s been less obvious whether it can manage projects of a larger scale. And perhaps, on that count, even the modest Possessor(s) isn’t quite modest enough — it feels as much a victim of the company’s production woes as a showcase for its creative talent.

time to read

4 mins

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Street Fighter 6

Superstition might suggest that even numbers are more auspicious for the series, but it's fairer to say that Capcom learned from the mistakes of Street Fighter V and launched a fighting game that doesn't just feel like a full package, but one that has foundations to build on in future updates.

time to read

2 mins

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GLOOMY JUNCTURE

Finding hope in seedy alleys and dive bars

time to read

2 mins

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The Outer Worlds 2

There's always a risk in imitating something regarded as a classic: if it offers a template for success, it could just as easily invite unfavourable comparison. Obsidian Entertainment's Fallout: New Vegas has gained that reputation in the 15 years since its release, and while the original The Outer Worlds, led by Fallout creators Tim Cain and Leonard Boyarsky, referenced that series without aping it, the sequel zeroes in on New Vegas as its direct source of inspiration. This explains both why The Outer Worlds 2 is a success and why it can't quite stand tall as a creation with its own identity.

time to read

6 mins

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Lumines Arise

The pacing melds with the music, each unique track on each level passing through phases of calm and ferocity.

time to read

4 mins

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STRONG MUDDY VIOLENCE

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time to read

13 mins

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Once Upon A Katamari

Fittingly, each stage in Once Upon A Katamari takes place in the past.

time to read

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FAILBETTER GAMES

The industry's finest sustainable storyteller shifts towards 'fireside menace'

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7 mins

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DRAGON QUEST VII: REIMAGINED

Can a serious makeover preserve the original's identity?

time to read

2 mins

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Wreckreation

It's easy to believe that Three Fields just wants you to enjoy driving at speed in its preposterously big open world

time to read

4 mins

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