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The Disturbing First Impression of Reanimal, A Review

  • 19 hours ago
  • 7 min read
Surreal scene with floating animals over a foggy landscape. "REANIMAL" in red text. Eerie atmosphere, abstract shapes in foreground.

Every time I look at the disc's cover, I feel discomfort. Like with Color Out of Space, but worse. Those poor alpacas didn't deserve to become a five-headed dragon that vomits rainbows, but the sheep with spider legs, staring with eyes full of hatred, is simply disgusting.


Reanimal is the kind of game that immediately signals its origins—after just 15 seconds, you can easily tell: “This must be from the team behind Little Nightmares!” And that impression is correct. Tarsier Studios, known for crafting atmospheric, creepy, and sometimes revolting yet visually striking games with small protagonists facing enormous threats, clearly brings its signature approach to Reanimal.

After being acquired by Embracer Group, Tarsier lost rights to the Little Nightmares IP, which is a bummer. In short: the company’s name may change, but the team remains, and that’s what matters.


If you are more in the mood for a remake, check out Dragon Quest VII Remastered!

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Reanimal Introduces a Twisted New Horror World


That is exactly why Reanimal is interesting. It is more than a spiritual successor to Little Nightmares. This shows Tarsier’s quality wasn’t just tied to that name. On the contrary, it feels like the studio is finally free to push its ideas to the limit.

The result is a fresh property that draws on the studio’s experience without feeling like a copy. That might be the biggest compliment I can give Reanimal, and I am not being cynical. In a sea of nostalgia-driven games, this one stands apart. It says: "Yes, we know what you like. Here, have this monstrosity with the wrong number of legs and eyes." Disgusting, but unique.


Four people in animal masks at a rainy bus stop, two sitting, two standing. Dim lighting and mud create a somber mood.

Reanimal follows a brother and sister in a twisted, hostile world filled with mutations, decaying monsters, and childhood fears brought to life. It has a distinctly dark, quirky tone.

Silence Can Strengthen Horror Storytelling


The game begins without big exposition monologues. There are no characters here who stop and say: “As you know, brother, our world has been destroyed by biological mutation since the incident of 1998. Now let us nicely save the world and find you a girlfriend.” Or whatever. Thank God. Reanimal tells its story through images, movement, symbols, short lines, and character relationships. You can guess pieces from scenes of the ruined world. Some rubble, a few World War II naval mines, a sheep with sixty legs—you get it, you do not need much to realize the world has gone completely to hell.

 From the behavior of the protagonists, it becomes clear that they are connected, that they went through something seriously bad, and that they have a goal—to find and rescue the other children. But again, the game does not bombard you with exposition. Only occasional comments like “Are you okay?” or “We need to hurry” break the eerie silence between the protagonists. And that is only natural—if I were in their place, I would be dying of fear.

That approach is effective. The relationship between the protagonists is convincing precisely because it is not over-explained. They support and comfort each other, feeling like children forced to grow up quickly by their environment. However, at times, the narrative can feel too reliant on symbolism. While mystery is compelling and ambiguity can enhance the horror, balance is important.

Reanimal Keeps the Tension With Smart Pacing


At times, Reanimal pushes you to interpret its meaning, as if the game is prodding: “Come on, genius, what does this mean?” Some questions linger after the credits. If you enjoy mysteries, that's a plus. If you prefer clearer stories, it may irritate you. It’s a matter of taste. What works, though, is the consistent worldbuilding. The world feels logical, even when unexplained. The sense of familiarity gone wrong permeates the campaign.

Reanimal is not a long game. For a straightforward campaign run, expect about 6 to 8 hours. If you search for collectibles, additional masks, concept art, or secret endings, it can last 12 to 15 hours. This is an appropriate length for the experience, as extending it much further could lead to fatigue. In terms of replayability, there are several reasons to come back after finishing your first run: you can unlock new collectibles, search for alternate masks and concept art, and pursue secret endings if you missed them the first time. While there isn't a traditional New Game Plus mode, the multiple endings and hidden extras give enthusiasts a reason to replay and experiment with different choices.

The pacing is strong. The game knows when to let you rest, when to push exploration, and when to launch frantic chase sequences that spike your heart rate. Sometimes it’s unclear where to go next during chases, which can lead to frustration. This happens rarely. What bothered me most was how long the PS5 takes to reset after a death; in 2024, that shouldn't be an issue. During my PS5 playthrough, I saw minor technical issues: brief texture pop-in, slight animation stutters, and rare moments where the AI partner got stuck but quickly recovered. I didn’t encounter crashes or game-breaking bugs, but some online users reported occasional PC crashes and longer load times on the Xbox Series X. These aren't dealbreakers, but technical enthusiasts should note that the experience isn't flawless across all platforms. The easy solution: just don’t die.

Gameplay Focuses on Cooperation Between Two Characters


The core gameplay combines puzzle-platforming, exploration, cooperative interaction, hidden passages, chase sequences, and occasional combat. If you have played Little Nightmares, you will feel at home—except everything is darker and deadlier.

Two figures crouch near a lantern and wooden shelter in a dim room. A giant creature's hairy body looms in the background, creating tension.

Controls are simple. You move, run, jump, crouch, carry things, activate levers, hit with a crowbar, push, and solve obstacles through the environment. Gameplay relies on cooperation. One holds a lever; the other passes through. One lifts the other; the other lowers a plank or activates a mechanism. It works very well.

The puzzles are straightforward but satisfying. Reanimal doesn’t try to be The Witness with deformed pigs. That’s not its aim. The goal is steady rhythm—movement, progress, the urge to see the next bizarre idea. Pacing here is expertly managed, and I’m grateful.

One of the better additions compared to Tarsier’s earlier work is the feeling of larger spaces. Locations are not just narrow corridors and dark rooms. Here, there are forests, flooded ruins, more open areas, underwater sections, industrial zones, and even war areas. That gives the game better pacing and visual variety. There are also more reasons to explore. Returning to the boat lets you revisit the world's side areas. Rewards are mostly cosmetic or collectible, but they are integrated naturally.

Reanimal is best experienced with a friend.


Reanimal can be played solo or in co-op mode. Playing alone is smooth; the AI partner functions reliably. However, the experience is often heightened with a friend, thanks to greater interactivity and real-time communication. Overcoming obstacles together adds to the enjoyment, especially during tense chase scenes against imaginative, unsettling creatures. I liked that the game lets you switch from solo to co-op at any time. That is practical and smart. There is no nonsense with restarting the campaign or special save slots. Just add another person and continue.

Combat is simple. It mostly comes down to dodging, timely attacks, and using the right moment. With some enemies and boss encounters, it is important to judge when to approach, when to wait, and when to run away like a reasonable human being. This works well within the game's context because it does not compromise the horror identity. The most important thing is that combat does not feel tacked on just so someone can say “it has combat.” It makes sense and fits the game's rhythm very well. It is not dominant, but it adds extra dynamics. And yes, it is nice to occasionally fight back against a world that has been bullying you for six hours.

Grotesque Design With Strong Visual Direction


Visually, Reanimal is outstanding. Almost every five minutes, you get a screenshot-worthy scene. Not because it’s beautiful, but because Tarsier understands composition, scale, and how to make the grotesque fascinating. Monster design excels: mutated birds, deformed animals, and nightmares' hybrids.

Everything has character. Everything feels carefully designed. Environments are more varied than in Little Nightmares. More light, more colors, and more open spaces, even though technically you are constantly moving through a series of narrow corridors. Still dark in tone, but less visually monotonous, which is a big plus for me.

Honestly, Reanimal won me over most by not pretending to be something it is not. This is not some revolution, nor did it reinvent horror as a genre. It is not a marketing buzzword from a trailer with a deep narrator voice. It is a very confident, very high-quality evolution of the formula that Tarsier obviously knows by heart.

In Conclusion


a disturbig image of a sheep upside down

Reanimal is a very successful return of Tarsier Studios to the genre that made them famous. Without the Little Nightmares license, the studio demonstrated that its talent was not tied to the old IP. The game offers a recognizable atmosphere, a strong visual identity, smartly expanded gameplay, better use of co-op, and enough new ideas so it doesn't feel like recycling. The story is effective, although occasionally too cryptic. Gameplay is simple but well-paced. Combat is modest but useful. Exploration is more meaningful. Environments are more varied. Music and sound are excellent. Performance is stable with the occasional minor bug.

If you loved Little Nightmares, this is practically a mandatory stop. If you did not, Reanimal is still a very good horror puzzle-platformer that knows what it is doing and rarely loses focus. And if you have someone for co-op, the impression is even stronger. Sharing trauma is nicer that way. Probably…

I recommend Reanimal to anyone who loves atmospheric horror adventures, especially in co-op. This game offers a short but powerful experience, with excellent direction, solid mechanics, and enough creepy imagery to make you check under your bed at night.

Game Rating: 8.2/10


From the tone and analysis in the text, the game would receive that rating, because it delivers excellent atmosphere, strong visual design, and solid co-op gameplay, but the overly cryptic story and minor technical frustrations hold it back slightly.

Recommended Age for Kids:14+


I would recommend it for that age group because the game contains disturbing creature designs, dark horror themes, and tense chase sequences that could easily frighten younger children.

Gemini-Style Summary


Reanimal is a dark, atmospheric puzzle-platformer from Tarsier Studios that follows a brother and sister navigating a grotesque, mutated world while trying to rescue other children. The game focuses on environmental storytelling, cooperative puzzle solving, and tense chase sequences rather than heavy exposition. Its strengths lie in its striking creature design, strong atmosphere, well-paced gameplay, and optional co-op mode that enhances the experience. While the narrative can sometimes feel overly cryptic and the campaign is relatively short, Reanimal successfully proves that Tarsier can evolve the formula that made Little Nightmares popular without relying on the original IP. The result is a visually memorable and unsettling adventure best experienced with a partner.

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