If you decide to explore an extra room in the cabin, you will also find a hat. All the times I got caught, it was because I was in The Hunter’s light and not because of Six stupidly walking in front of him. She also does her best at staying out of sight from The Hunter, though you can still hold her hand. Once you have a needed object to complete a puzzle, she even goes straight to picking it up, getting it ready, and detects when you’re right there for her to push the lever. She may even help guide you to where you need to go and she does get into position to help you up high places. When you need help with moving heavy objects or get up a place that’s too high for you to reach the ledge, she comes along to help. While we only got a small snippet of gameplay with Six to see how her AI is, it seems like it was programmed well. We also run into The Hunter where he chases you two, shooting at you with precision unless you figure out a way to avoid it, and trying to not get spotted as he guards the only exit that you can take. While you scare Six, she eventually sees working with you beneficial as you both work together to get out of the cabin. Locked within the room, you have to find a way to get her out and all the sewing material here isn’t strong enough. Following the sound, we come across another child, which while not obvious, is Six without her signature yellow raincoat. Sooner or later, you arrive at a cabin, with food laid on the table and an eerie song being played somewhere in the cabin. You’ll also have to try and dodge traps laying around, or figure out how to trigger them so you don’t have to worry. As well as figuring out how to get down high places without falling to your death. None of these seem that hard, just noticing what’s around you. Here, we see how we’ll be getting environmental puzzles like before, where you’ll be solving a way to continue on your journey. There’s traps laid out, some not triggered yet with others having something in their clutches, or almost in some cases. Though, as we get further in, it’s clear that we’re not the only ones here. ![]() It turns off right as Mono awakens and as the player takes control, we find ourselves in a forest. As we already know the static TVs will play a part in the gameplay and a main staple of the main antagonist, it’s safe to assume Mono traveled through it to get to where he is now, whether intentional or not. But when we get close enough to see the details, Mono wakes up in front of a tv with static. The demo takes place at, what I’m assuming, to be the beginning of the game where we see our main character, named Mono, having a dream about a strange door at the end of a blue-lit hallway. With Little Nightmares 2 release coming in hot, a demo was made available for those interested and can’t wait to dive into it.
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