


It’s admittedly quite adorable the way Six will occasionally mimic Mono’s actions when he picks up an important puzzle item, she’ll often scoop up a wooden building block and amble along behind him, shadowing him like a younger sibling. There aren’t any complex mechanisms that demand to be operated in tandem, and it doesn’t really ever get more dynamic than simple synchronised acts like climbing on top of a piano lodged among some broken floorboards and timing your jumps so that the combined force of your landing can propel it downward into the basement. Yes, there’s a dedicated input for beckoning her over to your position, but I don’t really recall ever actually needing to use it in order to coordinate a way towards a puzzle solution.
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This obviously helps to minimise trial and error in more high pressure sequences, but her companionship doesn’t really introduce much in the way of teamwork as far as puzzles are concerned. Watch Your SixInstead, Six acts as a handy guide whenever one of Little Nightmares 2’s adult antagonists gives chase, blazing a trail a few yards in front of you and indicating, for instance, which crate to hide behind a split second before a lumbering farmer can unload a shotgun spray.
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Six’s role is that of a slightly more proactive version of Yorda from Ico, but her relationship with Mono doesn’t really evolve into the partnership that made the PS2 classic so special. Additionally, Mono is equipped with the services of Six herself, since she tags along as an AI-controlled partner through much of the journey. The key difference here is Mono’s ability to pick up and wield a handful of different weapons to either smash through specific sections of the scenery, or to swat away smaller enemies like the disembodied hands that stalk you through Little Nightmares 2’s hospital level. New protagonist Mono may look different to the original game’s Six, donning a paper bag mask in place of her distinctive yellow raincoat, but his skill set is largely the same.
