REANIMAL Review Roundup: Tarsier Studios Delivers a Masterpiece of Meat and Misery

The embargo has lifted, the reviews are live, and the verdict is nearly unanimous: Tarsier Studios did not need the Little Nightmares brand to reclaim the crown of cinematic horror. With REANIMAL set to launch tomorrow, February 13, critics across the board are praising the game as a darker, meaner, and significantly more confident evolution of the studio's previous work. If you were worried that leaving Bandai Namco would dull Tarsier's edge, you can rest easy—though "resting" is the last thing you'll be doing while playing this game.


The critical consensus suggests that REANIMAL isn't just a spiritual successor; it is a declaration of intent. Where Little Nightmares often felt like a dark fairy tale—grim, yes, but wrapped in a certain whimsical mystery—REANIMAL strips away the whimsy to reveal something raw, visceral, and genuinely upsetting. It is a game that demands a strong stomach and nerves of steel.


A Descent into "Body Horror" Madness

The most immediate takeaway from the flood of coverage—including detailed breakdowns from Polygon and Game Informer—is the drastic shift in tone. While the game retains the "tiny children in a giant world" perspective, the nature of that world has curdled. Reviews describe the environment as an "abattoir of the surreal," where the line between architecture and biology is blurred.


Critics have highlighted the creature design as a high-water mark for the genre. The "Reanimals" are not merely spooky monsters; they are grotesque hybrids that tap into a primal fear of corruption. One reviewer described an encounter with a "sheep-human amalgam" that moved with such erratic, broken animation that it induced genuine nausea. This aligns with Tarsier’s promise to push the "uncanny valley" effect to its breaking point. The game relies heavily on body horror—limbs elongated, skin stretched, and features rearranged in ways that mock the human form. It is a aesthetic choice that feels dangerous and distinct, separating it from the more sanitized horror often found in mainstream titles.


Breaking the "Hide and Seek" Loop

Mechanically, the biggest news from the reviews is the confirmation of how the new combat system changes the game's rhythm. For years, this sub-genre has been defined by disempowerment: you run, you hide, you die. REANIMAL changes the script by giving the sibling protagonists weapons, but critics are quick to point out that this is not an action game.


The consensus is that the combat is deliberately "clunky." You are controlling children swinging rusty pipes and heavy tools; the animations are desperate and flailing. Several reviews noted that this friction adds to the tension rather than detracting from it. You aren't clearing rooms of enemies; you are creating just enough space to escape. However, this design choice has proven polarizing. Some outlets found the hit detection occasionally frustrating during chaotic sequences, leading to trial-and-error deaths that felt more punitive than scary. It’s a risky design bet, but one that largely pays off by raising the stakes—you are no longer just a spectator to your own demise; you are fighting tooth and nail against it.


Co-op: Shared Trauma vs. Solo Dread

Finally, the reviews tackle the co-op implementation. The game is playable fully in local or online co-op, with a shared screen that avoids the immersion-breaking split-screen of competitors. Critics noted that playing with a friend changes the flavor of the horror—it becomes more about panic management and communication ("Pull the lever! Run!").


However, a surprising number of reviewers recommended a solo playthrough for the "purest" experience. When playing alone, an AI controls the second sibling, and the silence amplifies the sound design. Tarsier has utilized binaural audio to terrifying effect—hearing the wet slap of footsteps behind you is infinitely worse when you don't have a friend on voice chat cracking jokes to break the tension.


REANIMAL appears to be a triumph. It is a grueling, gorgeous, and grotesque journey that refines the cinematic platformer formula while injecting it with a lethal dose of aggression. It launches tomorrow, and if the reviews are anything to go by, it is destined to be the first great horror game of 2026.

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