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What Does the Piano Playing Stopping and Playing Again Metaphorically Signal 10 Points

Spoilers for Little Nightmares and Little Nightmares 2 follow.

In my review of Little Nightmares II, I praised the follow-ups ability to maintain its incredible and grotesque art style, sense of narrative tension, and downright creepy vibes. Sure, some of the clunky mechanics that plagued the previous game even so exist in the new release, and sure, the thematic throughline of the new game isn't quite every bit strong every bit the clamorous hunger that pervaded the original, but overall, Little Nightmares II is a must-play game in a must-play franchise. And now I go to talk about why equally nosotros discuss that literal bewilderment of an catastrophe and whether or non Little Nightmares II is a sequel, a prequel, or something else entirely. Again, spoilers follow.

The beginning of Little Nightmares Ii introduces you to Mono, the histrion character who has a penchant for wearing oversized hats on his head and boasts the ability to wield heavy objects like hammers, axes, and pipes. But another ability is present from the get-go, the actor simply doesn't know almost it. We meet Mono in the heart of a woods clearing on the outskirts of the Pale City, an area inhabited by a deadly Hunter and separated from the perils of that urban disuse past a waterway. And nosotros find Mono sitting beside a powered-down goggle box set. Odd aesthetic? Eye-catching art? Of import narrative inkling? It's all of the to a higher place, and it'south something that y'all capeesh more than after finishing the game. At to the lowest degree I did.

Information technology turns out that Mono can actually travel through Tv set screens similar portals. This is used to great effect later in the game when you solve a series of puzzles that transport Mono into and out of danger through TV screens suspended throughout the Stake City. Yet, that power as well hints at a larger connection to the ultimate Large Bad backside the scenes of Little Nightmares 2, a thing that lurks in the depths of a looming transmission tower in the altitude, a thing that feeds on the energy of those watching said Manual (to the point that they'd rather commit suicide than exist without the glowing screen and its soothing sounds), a affair that uses its henchman known as the Alpine Man to harvest souls (leaving glitches behind) and keep the transmission going.

Image via Tarsier Studios, Bandai Namco

The fact that the Tall Man isn't the primary antagonist himself is i of the large revelations in the late game of Lilliputian Nightmares II, one which comes after the reveal of Mono'due south ability to travel through TV screens and even continue the Alpine Human at bay, but it's not the biggest. For that, we accept to focus on the relationship between Mono and Half-dozen, the e'er-hungry protagonist from the original game. Mono happens upon Six in the Hunter'southward cabin and frees her from a prison where she endlessly plays a music box rather than try to escape her confinement. Together, the two footling beans face the horrors of the motel, the schoolhouse, the hospital, and the Stake City itself, oftentimes saving each other along the way and trusting each other enough, despite being relative strangers, to literall hold each other's lives in their easily. This new relationship is often tested -- the schoolhouse bullies kidnap Half-dozen, later levels oft strength them to go separated -- and e'er resolved with the ii coming together again as they survive confronting all odds. When the Tall Man manages to apprehend 6, leaving her glitch behind, Mono does everything he tin to rescue her, including subduing the Tall Human himself and storming the maze-like signal tower. Mono is even forced to salvage Half dozen from herself as she'south been transformed into a giant, long-armed monstrosity obsessed with a giant music box. In the end, the two brand a heroic run for rubber, with Six catching Mono as the tower crumbles backside them. And then, Six lets Mono fall...

It's a heartwrenching moment. Later all they've been through, after all the times they came through for each other, why does Half-dozen choose this moment to seemingly betray Mono? On the contemptuous yet practical side, Mono wasn't in the original Fiddling Nightmares, as that was a solo Vi adventure. And since Little Nightmares 2 is actually a prequel to that title, it makes some applied sense that Mono was left behind. But on the more lore-driven narrative side, Six could likely see something that Mono and the players merely guessed at, that Mono and the Tall Human were the same, or at least that Mono was ultimately blighted to inhabit the Tall Man's place as the signal-protecting servant of the many-eyed subterranean monstrosity that lurked in the depths of the tower. Or did Six's betrayal, out of fear or selfish survival or something else entirely, really crusade Mono's transformation into the Tall Man? That's up for debate. Merely the timeline of these tales is a niggling more solid.

Folks who were paying close attending during "Secrets of the Maw," the DLC for the original Picayune Nightmares, noticed a brief glimpse of what we've come to know as the Tall Man. That means the Alpine Human being exists in both games, overall at to the lowest degree. We also see Six find her iconic yellow raincoat inPetty Nightmares 2, which she dons for pretty much all ofLittle Nightmares. And while we see Mono transform into the Tall Man during the standard ending of Footling Nightmares 2, the secret catastrophe (revealed if you interacted with all of the glitched remains) shows Six emerging through a Tv screen, merely to be confronted past her glitched shadow, who points to a affiche advertising The Maw.

The Maw is the setting of the outset Petty Nightmares where Six attempts to escape the insatiably hungry and grotesque tourists, merely to ultimately requite in to her supernatural hunger herself. It seems that Six's transformation led to her incredible hunger, a desire she seeks to satisfy past heading to the Maw. That theme was certainly stronger in Little Nightmares, simply the relatively more subtle coming-of-historic period story told in Fiddling Nightmares II is growing on me at present in hindsight.

We first meet Mono sitting next to a TV, having (unknowingly to us at start) merely traveled through the screen from places unknown. Pulled inexorably toward that dark tower, Mono rescues whoever he tin can along the style, occasionally doing odd jobs (if you want those achievement trophies, that is). The virtually fateful rescue is 6, of course. And that'due south important step on Mono'due south journey of self-discovery and maturation. The two of them kill the Hunter together, for crying out loud; a hell of a coming-of-age bonding experience...

The theme strengthens as the duo travels through the school, an surface area where empty-headed bullies run rampant and wreak havoc, a domain where a snake-necked teacher wields a ruler like a sword and will snatch your life away if you lot make too much noise. I don't know about you, but that'southward pretty much how I remember grade schoolhouse. From there, Mono and Six travel to the hospital, which is a scary enough place IRL without a cobbled-together mannequins that chase subsequently you in the night and an obese surgery-obsessed doctor who crawls along the ceiling like some Lovecraftian larva. (Honestly, this is the weakest metaphor for a coming-of-historic period story, but I capeesh its inclusion due to sheer creepienss.) And lastly, when Six is abducted, Mono is lost in the world of mindless adults who become incredibly violent when their sole source of solace -- The Transmission -- is interrupted or taken from them. Mono's been forced to grow up too quickly in this brutal world and now clashes with this community of overgrown infants. Ultimately, Mono defeats a version of his future cocky and rises to heroic heights to rescue his closest ally, only to suffer the hardest possible fall by a burdensome betrayal at the very moment that safety was in sight.

Heartbreaking stuff. TheLittle Nightmares camp will probable exist split betwixt pulling for Mono or making excuses for Six. No affair where you state along that spectrum, it feels like there's more than Little Nightmares story to tell. Will Half dozen and Mono confront each other in the ultimate showdown? Will they apply their combined powers to restore the blighted world? Or will a new hero rise through the ranks of this macabre and magical creation? Stay tuned!

Little Nightmares 2 artwork
Image via Tarsier Studios, Bandai Namco

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