- The Narrative: Heavy on "theory bait" regarding environmentalism and cruelty, but ultimately bloated and confusing.
- Visuals & Design: Undeniably gorgeous art style with impressive, terrifying boss designs.
- Co-op Experience: Fiddly and unforgiving; the camera and "tethering" mechanics create more frustration than tension.
- Gameplay Loop: Linear progression masked by "artificial depth," featuring light puzzles and jarring shifts from stealth to brute-force combat.
- Atmosphere: Leans too hard into "bleak and upsetting" rather than scary, making for a depressing experience.
Tarsier’s Narrative Identity Crisis
We’ve been tracking Reanimal since the first whispers hit Reddit, and the community has been working overtime on theories. Is it a commentary on toxic waste? A critique of consumerism and livestock treatment? An allegory for the brutality of war? While Tarsier is famous for letting players do the heavy lifting, Reanimal trips over its own ambitions. We believe the game exploits our love for deep-lore hunting but fails to deliver a coherent core. It feels bloated, and as much as we wanted to find the "Big Bad" themes compelling, the connection between the bosses and their environments—like a boss portalling through stomachs while doing laundry—feels disjointed compared to the tight storytelling of Little Nightmares.
The Co-op Tax and Mechanical Friction
While the game tries to sell an insurmountable island, the actual mechanical experience is surprisingly restrictive. We found the two-player co-op to be a significant hurdle rather than a feature. The camera is particularly unforgiving, refusing to let players stray, which leads to buggy checkpoints and tedious navigation.
Combat and Stealth Imbalance
The tension Reanimal tries to build is frequently sabotaged by its own gear. Once the game hands you a crowbar or a knife, the atmospheric dread evaporates as you start swinging. The inclusion of "endless harpoons" during boat segments further kills any sense of peril. We also noticed a frustrating lack of consistency: some scenes allow for crowbar use, while others result in instant death for the same action. This forces a "trial-and-error" loop that pulls you right out of the moment.
Puzzles and Pathing
Don't expect re-inventing the wheel here. The puzzles are light—mostly hunting for keys, petrol, or cart wheels. Despite the game’s insistence on making the island feel massive, you're on a strictly prescribed route. The "why" behind your actions is often obscured, leading to moments of genuine frustration rather than satisfying "aha!" revelations.
More Upsetting Than Scary
There is a fine line between "horror" and "misery," and Reanimal seems to have lost the map. While the boss designs are high-tier and legitimately terrifying, the world itself is so bleak it becomes exhausting. We spent more time feeling sad and "gross" than actually unsettled. One moment involving a shivering pig was enough to ruin a Friday night, shifting the tone from a sense of dread to one of disappointment. It lacks the "magic" and character vulnerability that made Tarsier's previous work a staple of the genre.
Our Take: The Lead Tech Analyst’s Verdict
Reanimal is a stunning technical achievement in terms of art and creature design, but it’s a mechanical and narrative mess. It tries to be everything to every theorist and ends up feeling like a collection of cool ideas that don't quite fit together. If you're looking for the successor to Little Nightmares, this isn't it. It’s a gorgeous, depressing slog that chooses "bleakness" over "tension," and "bloat" over "substance." We’ll be sitting the Reddit theory sessions out on this one.