Little Nightmares III

Nintendo Switch 2 Reviews

Little Nightmares III Review

The Little Nightmares series has always been about fragility. A child dwarfed by grotesque adults, a stumble in the dark, a world that feels too big and too cruel. That sense of vulnerability remains in Little Nightmares III, but the hand guiding it has changed. With Tarsier Studios stepping away after Little Nightmares II due to being purchased by Embracer, Bandai Namco has passed the torch to Supermassive Games, a studio known for cinematic horrors like Until Dawn and The Quarry. The result is a sequel that feels familiar in tone but different in execution, sometimes to its detriment.

The Spiral, a patchwork of nightmare realms, is a striking stage. A desert where predators stalk the dunes, a carnival of broken toys, a cathedral that hums with distorted hymns. Each area whispers menace through design rather than dialogue. On Switch 2, the atmosphere benefits from sharper textures, richer lighting, and smoother framerates when compared to the Switch iteration, with loading times brisk enough to keep tension unbroken. The presentation is often too dark, though, obscuring detail to the point of frustration. Even after the latest October update, readability remains a sticking point, and handheld players in particular may find themselves squinting through gloom rather than soaking in atmosphere.

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Co‑operative play is the headline addition, and in theory it is a natural fit. Two children, Low and Alone, must rely on each other to survive. With a friend, the mechanic of boosting, distracting, and coordinating adds intimacy and tension. In solo play, however, the AI companion frequently falters, missing cues, failing to interact, or outright causing deaths. What should be a partnership often becomes a liability, and it is here that Supermassive’s inexperience with this style of puzzle‑platforming shows. The team’s pedigree in branching narratives and cinematic horror does not translate cleanly to the delicate balance of stealth, timing, and environmental puzzles that defined Tarsier’s work.

Sadly, the controls do very little to help. Movement has always been deliberately fragile in this series, but here it tips into clumsiness far too often. Jumps feel imprecise, and sluggish handling makes tense escapes more irritating than exhilarating. Combined with uneven pacing (some sections overly linear and others confusingly open without clear direction), the Spiral can feel less like a nightmare and more like a chore. The lack of clarity in objectives undermines the sense of dread, leaving players frustrated rather than fearful.

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The change in developer is felt most in tone. Tarsier’s games thrived on ambiguity, letting players piece together meaning from scraps of imagery. Supermassive leans harder on cinematic framing, but without the same subtlety. The result is a story that feels muddled, too vague to satisfy, yet too heavy‑handed to intrigue. Atmosphere remains the series’ strongest weapon, but atmosphere alone cannot carry a game when mechanics falter.

Switch 2’s hardware does its best to soften the blow. Performance is steadier than on the original Switch, with fewer stutters in busy co‑op sequences. Lighting is richer, and handheld play retains the oppressive mood that defines the series. In no way can technical polish disguise design flaws, though. When the AI refuses to co-operate, or a jump fails for the tenth time, smoother framerates only highlight the frustration. There’s failing due to ineptitude, but it’s another thing when the game itself causes problem after problem, leading to headaches and much groaning on a regular basis.

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Unfortunately, the screams of anguish will sometimes spoil the impressive sound design. In the quiet moments where things are actually working properly, creaking wood, distant sobs, and sudden crescendos make the Spiral oppressive. It is not just what you see, but how it feels in the overall ambience. Vulnerability is baked into every mechanic, and that vulnerability is what makes the game resonate. When vulnerability tips into clumsiness, however, the line between deliberate fragility and poor execution blurs.

Brightness and UI issues may have been tweaked since the October rollout, but deeper problems remain. AI companions still falter, story direction is muddled, and pacing swings between restrictive and confusing. Bandai Namco and Supermassive Games have acknowledged feedback, promising further patches, but as it stands, Little Nightmares III feels caught between ambition and execution. Frustration too often overshadows fear, leaving players wondering whether the nightmare is worth enduring.

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Cubed3 Rating

Little Nightmares III is a haunting continuation that expands the series’ scope, but its execution stumbles. The Spiral is memorable, and Switch 2’s hardware ensures smoother performance, yet clunky controls, unreliable AI, excessive darkness, and uneven pacing weigh heavily. For co‑operative players, there are flashes of brilliance; for solo adventurers, frustration often overshadows fear. In the end, it leaves a creative but flawed sequel. The atmosphere endures, but the issues mentioned rear there head too often, and mixed with the overall muddled direction, it means the Spiral’s horrors are as often frustrating as they are frightening.

6/10

Good

Little Nightmares III

Developer: Supermassive

Publisher: Bandai Namco

Formats: Nintendo Switch, Nintendo Switch 2, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S

Genres: Action, Adventure, Horror

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