Time to cooperate: Reanimal is the perfect game for those who want to play with others
The creators of the Little Nightmares series return with a new title that builds on their strongest foundations.
Cooperative gaming is experiencing a second golden age. In the early days of the video game industry, it was a staple, allowing players to enjoy a multitude of games with their friends. However, over the years, this trend has been declining, with fewer and fewer studios committing to this type of game. Even so, those that remain offer high-quality content with entertaining stories dedicated to cooperative play. Although Hazelight Studios has been the best known in this regard, especially with It Takes Two and Split Fiction, other titles have also left their mark. One of the most interesting was Little Nightmares, which, despite starting out as a single-player title, soon embraced co-op so that two players could team up and solve all the puzzles in the game. Its creators, Tarsier Studios, moved on from the licence and ceded the rights to Bandai Namco, but they did not forget the foundations of their concept when creating new games to impress their fans. This is how Reanimal was born, a title dedicated to two-player co-op with the studio's characteristic horror. A game that demonstrates the studio's independence and its desire to continue succeeding with its unmistakable style, despite a short runtime that may be a stumbling block for those who want to spend hours in a game capable of drawing them into its universe.
After leaving the universe of Little Nightmares behind, many feared that Tarsier Studios would lose that unique essence that elevated them to masters of atmospheric horror. However, Reanimal not only recaptures that DNA, but elevates it to a new dimension. This time, we move away from porcelain figures and Victorian settings to enter a world fragmented by trauma and populated by creatures that seem straight out of a surreal butcher's shop. The premise puts us in the shoes of two siblings who must cross a hellish archipelago to rescue their missing friends, facing distorted and grotesque versions of animals that, in another context, would be familiar.
The art direction in Reanimal is stunning. The use of lighting and organic textures, that feeling that everything we touch is damp, rusty or downright alive, creates a constant tension that few studios can replicate. Unlike their previous works, here the horror feels more physical and direct. The creatures don't just lurk in the shadows; they are masses of flesh and fur that interact violently with the environment, forcing players to remain in a perpetual state of alert. This more mature and darker approach shows that the studio feels liberated from having to meet the expectations of an established franchise, allowing itself to explore visual and gameplay taboos that were previously kept in check.
The level design has also taken a qualitative leap. We are no longer dealing with a purely linear progression; the game invites us to navigate turbulent waters in a small boat, allowing us to choose the order of certain islands and missions. This freedom, although limited so as not to lose the narrative thread, provides a much greater sense of scale. Feeling the vulnerability of being in the middle of the ocean, watching a giant shadow glide beneath our boat while our companion desperately tries to row to shore, is one of the most immersive experiences the cooperative horror genre has produced in the last decade.
What really sets Reanimal apart from other titles in the genre is how it understands cooperation. It's not about pressing two buttons at once to open a heavy door or similar gimmicks; it's a matter of emotional and tactical dependence. The game has been designed from the ground up to be enjoyed by two people (either locally or online), although it offers competent AI for those who prefer to play solo. However, playing with someone by your side changes the perception of horror: the fear is shared, but so is the responsibility. The dynamic camera, which zooms in and out to emphasise the smallness of the protagonists against the threats, forces players to coordinate their movements with pinpoint accuracy.
The puzzle mechanics have evolved to be more organic. They no longer feel like an interruption in the flow of the game, but rather an extension of survival. For example, while one sibling distracts a blind but extremely sharp-eared creature by making noise at one end of the room, the other must retrieve a key item with extreme care. This asymmetry in actions creates moments of high tension where a miscommunication ends in a gruesome death for both. Tarsier has managed to smooth out the frustration of failure, with a fair checkpoint system that keeps the focus on the atmosphere rather than tedious repetition.
In a market saturated with endless open-world games and live-service mechanics, the honesty of a title that knows exactly what it wants to tell and how long it needs to do so is, paradoxically, a breath of fresh air amid so much stench of rotten flesh and digital terror.