Los Angeles Times (Sunday)

A beautiful horror

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IJUMPED morethan a few times while playing “Little Nightmares 2,” frightened by the scurrying of something in the dark. I even had to set the controller down once or twice when my nervous hands made it impossible to properly maneuver the game’s slow-moving child protagonis­t. At moments I turned on all the lights in my apartment, as if surroundin­g myself in brightness would make it easier to play.

But I mainly want to talk about what I thought were moments of pure beauty and thoughtful­ness.

“Little Nightmares 2” is a horror game for people who don’t think they like horror games. That includes me. Of course, the game’s appeal stretches beyond that demographi­c slice (the first game sold more than 2 million copies). “Little Nightmares 2,” like the original, feels rooted in fairy tales rather than gore, violence, grotesquen­ess or jump scares, tapping into the mix of fear, apprehensi­on and curiousnes­s we feel as children and carry with us into adulthood.

This is a game that asks us to linger in its creaky, downtrodde­n locales, to focus on details rather than grand unspeakabl­e terrors. It’s frightenin­g and alluring because as we run and jump the primary emotion the game evokes is one of anxiety. It recalls the look and tone of foundation­al storybooks, not to mention horror-movie tropes such as static-filled television­s, but brings just enough recognizab­le modernity to make it familiar yet also uncomforta­ble.

We’re not quite alone in “Little Nightmares 2.”

While it’s not a requiremen­t to have played the first one to enjoy the sequel — the game traffics in frightenin­gly fantastica­l imagery and metaphors rather than plot — we are joined through most of our journey by Six, the yellow-raincoat-sporting little girl from the first game. Six is there to help us solve puzzles, but much of the enchanting nature of this scary game relies on the way Six felt less like an AI companion and more like an actual collaborat­or.

As someone who doesn’t like to feel tense when consuming media, I found that the relationsh­ip between the player-controlled protagonis­t — his name is Mono and he wears a paper bag over his head — and Six kept bringing me back. I smiled in delight when one puzzle required Mono and Six to jump in time, signaled to the player by Six trying to get us in rhythm.

This connection between Six and Mono feels like the crowning achievemen­t of “Little Nightmares 2.” There are times when entering a room Six will run toward an object, leap into an elevator or crawl along a wall above a creepy pianist. She’s not so much giving us a solution but showing us a way forward. This creates a bond, but also telegraphs early to the player that we must move into this foreboding world with conviction rather than tentativen­ess.

In a game where some commands can be approached with skepticism — when we don’t want to know what’s in the shadows, it sounds like a dare when we’re told to press a button to turn on a flashlight — I often felt a sense of hope through Six. In one scene, Six and Mono hop and climb among beds that seem to be floating in air. I set down the controller to just admire the sense of wonder the art conveyed.

Sure, these were used, filthy and broken hospital beds we were traversing, but in these playful moments “Little Nightmares 2” approached the macabre with the kind of surprise present in Tim Burton’s early work. What Sweden’s Tarsier Studios has developed feels like the video game equivalent of something that could have been bound in a volume of “Grimms’ Fairy Tales.” It’s not fun when a loose hand turns into a facesuckin­g creature, but the game is also about showing us that the places we fear and the grown-ups we mistrust aren’t all that frightenin­g if we use our minds to the best of their puzzle-solving ability.

We start with simple locations familiar to all horror fans — a forest, a creepy cabin — but soon enter a school, a place of early consternat­ion for many of us. This is where “Little Nightmares 2” fully takes flight; fragile, bullying children aren’t what they seem and teachers have a way of seeing around corners.

The schoolyard horrors of “Little Nightmares 2” don’t allude to present-day realities such as our current pandemic or the now ever-present fear of gun violence. Yet it’s hard not to to think of such unsettling realities as we crouch in corners, hide in boxes and rush to avoid tight spaces with other children, who want to shout, throw food and fart, but also want to tie us up by our feet and string us from the bathroom ceiling.

“Little Nightmares 2” turns a place of safety into one of pure antagonism, from both its environmen­t and inhabitant­s. Images of innocence — children — snap and shatter as if they are Precious Moments dolls gone rotten, where elders have snakelike necks and moldable faces that reminded me of the exaggerati­on of Garbage Pail Kids cards. When a teacher’s neck careens up and down Victorian bookshelve­s, she looks less human and more a creationof clay. Yet I didn’t see a monster but a symbol, a never-ending sense of dread toward any authority figure whom we perceive as having more control than us.

In turn, the game makes us, the player, feel helpless. And the ability to regain a sense of composure, to master each room, each puzzle, hooked me. I honestly didn’t expected it to, as I’m a complete scaredy-cat — I have never been able to handle any “Resident Evil” game.

But “Little Nightmares 2” is so fully fleshed out in its details that it encourages not just a patient approach but manages to obscure the most obvious solution, to make you feel stumped when confronted with levers, incinerato­rs or X-ray machines. Sometimes all these items work together; sometimes they’re diversions that stop you from seeing a button right in front of you.

Oh, it’ll shock you when a headless figure leans forward and dismembers your character, but the way to best almost every puzzle is to stop, take in a room and learn how your surroundin­gs can be maneuvered. While there’s some combat, the mere holding of a weapon is a burden for our tiny, frail child, and thus, “Little Nightmares 2” was never teaching me how to win or “best” a foe as in a standard video game battle.

Solutions sometimes were as simple as, say, trusting myself to walk Mono backward. Or figuring out that in this world brains are meant to be tossed like rubber balls, a realizatio­n that hit me after hours climbing up and down shelves until the gooey brain on the floor was no longer a gross thing I was trying to avoid but maybe a tool.

I felt silly for not seeing the solution earlier, but that’s how “Little Nightmares 2” gets under your skin and reveals its own fairy-tale messages. The world is designed to confound and frighten us, and letting it do so will not just destroy our sense of curiosity but our confidence. At least that was the lesson I took from being scared of the brain on the floor, which for an evening brought my in-game world to a halt until I understood that the thing I feared was actually the key to my escape.

‘LITTLE NIGHTMARES 2’ ENCHANTS WITHIN A GROTESQUE, PLAYFUL WORLD

TODD MARTENS GAME CRITIC

 ?? Tarsier Studios Bandai Namco ?? TWO timid children connect in “Little Nightmares 2.”
Tarsier Studios Bandai Namco TWO timid children connect in “Little Nightmares 2.”

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