![]() Escaping the clutches of creepy monsters is already enough to worry about, and so far I’m thankful I didn’t have to constantly turn my attention to make sure Six wasn’t getting herself killed. I also noticed that by following my lead, she never really presented herself as a target worthy of the Hunter’s attention - and honestly I’m glad for that. I was able to beckon her over with the press of a button to help raise objects or prepare to grab me if I jumped across a gap, but most of the time it felt like she already knew what to do next. Having an AI companion in Six proved to be an interesting change, even if it didn’t alter the flow of the game that much. Escaping the demented Elmer Fudd may not have been overly difficult, but it did provide several tense moments of cat-and-mouse. ![]() Unlike some of the enemies in the first Little Nightmares, surviving this encounter wasn’t about staying out of reach - it was about avoiding gunfire as his bullets tore through everything I tried to hide behind. The Hunter’s appearance is marked by some excellent use of background lighting, encasing his figure in ominous shadows as he stripped the fur from a beast with a sound that made my skin crawl. The true danger in my hour-long demo took the distorted form of The Hunter, a truly disturbing bag-headed foe armed with a trusty hunting shotgun.
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