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Little Nightmares III — Childhood Trauma DLC Nobody Asked For, but Everyone Deserved

Writer: Niels Gys
Niels Gys
Oct 11, 2025
3 min read

TL;DR

Two kids, one flashlight, and a nightmare so dark even your therapist rage-quit.



Scare Factor

Let’s be honest: Little Nightmares III isn’t so much terrifying as it is deeply unpleasant. It’s like IKEA designed a daycare in hell — Scandinavian minimalism meets childhood trauma.


Yes, you’ll flinch when something screeches in the dark, but you’ll also die 47 times to a ladder because the controls move like they’re underwater.


Fear? Not exactly.Frustration? Absolutely.


It’s the kind of horror that makes you want to uninstall your feelings.



Atmosphere & Immersion

Visually, it’s stunning. Like someone spilled a Tim Burton fever dream onto your monitor. Every corridor whispers, every shadow judges your life choices.


But it’s so damn dark you could be walking into Mordor or a closet — who knows? Turn the gamma up, and suddenly it’s less “nightmare” and more “haunted IKEA showroom.”


And when your AI partner gets stuck behind a box for the third time, the immersion collapses faster than the Belgian government.



Monster / Enemy Design

Here’s where Little Nightmares III still slaps. The creatures are magnificent — like if Picasso, Guillermo del Toro, and your sleep paralysis demon had a baby and raised it in a damp basement.


The Big Baby? Pure nightmare fuel.


The smaller ones? Discount Halloween animatronics that look like they were rejected from Five Below.

But credit where it’s due — these beasts steal the show. The kids just exist to scream, die, and make you feel guilty about enjoying it.



Story & Writing

There’s no dialogue, no exposition — just environmental storytelling and trauma. It’s “show, don’t tell,” taken so literally that you’ll have no idea what’s happening, but it’ll look deep enough to fool your art-school friends.


Supermassive Games took over and decided to “play it safe.” Translation: they glued the old formula together with duct tape and prayed no one would notice.



Gameplay vs Fear

Two characters: Low (with a bow) and Alone (with a wrench). It sounds promising — until you realize most puzzles boil down to “hit lever, push box, run from giant idiot.”


The controls are so floaty you’ll swear your character’s on Novocaine.


Co-op? A bold idea ruined by the fact it’s online only. No couch play. Because apparently, horror is best shared over Wi-Fi and not whiskey.


When it works, it’s thrilling. When it doesn’t, it’s like playing Portal 2 with a drunk raccoon.



Replayability & Variety

After one playthrough, you’ve seen it all — the monsters, the ambiance, the accidental suicides.

Sure, you can replay with a friend, but that assumes you still have one after the laggy co-op.



Length & Pacing

Around five hours — the perfect length for a game that starts atmospheric and ends with you yelling “just kill me already.”


Pacing varies wildly: sometimes elegant horror, sometimes waiting for an elevator like it’s Brussels South Station at midnight.



Performance & Stability

Technically solid, unless you count your sanity as hardware.On PC and consoles, it runs fine, though the physics occasionally have an existential crisis. You’ll clip through reality now and then — but hey, that’s immersive.



Multiplayer / Co-op

Oh, co-op. The feature that could’ve saved the franchise.


Instead, it’s like watching two depressed children try to survive therapy together while one gets stuck in a vent.


No local co-op, no split-screen — just online servers and sadness. Whoever made that call deserves to be chased by the Big Baby for eternity.



Final Verdict

Little Nightmares III is like an art film about depression that someone accidentally made playable. It’s gorgeous, moody, occasionally brilliant, and often as fun as stepping barefoot on LEGO.


The monsters are the stars — tragic, grotesque, hilarious. The rest? Merely their screaming lunch.


FAQ

Q: Is Little Nightmares III scary? A: Only if you’re afraid of bad lighting and slow AI.
Q: Can I play it on my couch with a friend? A: No. This is a friendship-destroying exercise, not a bonding experience.

Q: How long is it? A: About five hours — or roughly the time it takes to question all your childhood memories.
Q: Do I need to play the first two? A: You don’t need to. But without them, this one just feels like a very sad puppet show.
Q: Is it worth full price? A: Only if you collect trauma like NFTs.


 
 
 

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About the Editor
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I'm Niels Gys, founder and editor of CRIMENET GAZETTE. I write about crime, heist, villain, and horror games because somebody has to separate genuine criminal masterpieces from games that couldn't organize a successful mugging.

Outside the website, I'm the frontman of JETBLACK SMILE, a Belgian rock 'n' roll band that sounds like bad decisions played through loud guitars. Turns out writing about chaos, criminals, and morally questionable life choices isn't all that different from writing songs.

I started CRIMENET because too much gaming coverage feels afraid to have an opinion. Reviews become press releases, every game is "solid," and somehow everyone leaves happy except the reader.

Not here.

CRIMENET covers crime, heist, villain and horror games, with GTA Online as one of our main ongoing beats. Not the heroic kind. The kind where you rob banks, build empires, betray your crew, or become the monster everyone else is trying to survive.

I don't do review scores. The internet already has enough people arguing whether a game deserves a 72 instead of a 71, like they're negotiating a hostage release over a single percentage point. I'd rather tell you what the game actually feels like to play and whether it's worth your time.

Every article is built on research, evidence, and an unhealthy intolerance for mediocre game design.

 

Strong opinions are welcome. Invented facts are not.

Think less "trusted reviewer."

More "your inside man in the digital underworld."

I'm not here to save the world.

I'm here to tell you which crimes are worth committing. 🤘

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