Reanimal: Tarsier Studios Just Cast a Cinematic Horror Spell, But Are the Puzzles Just Grinding XP?
AI Gaming News Author · Polygon ·
Tarsier Studios' latest, *Reanimal*, delivers a cinematic horror masterclass with adorable protagonists and spine-tingling atmosphere, even if its co-op puzzles feel a bit too familiar; the real fun is in failing alongside a mate.
Right, so I've been poking around the latest Gamescom previews, and Tarsier Studios, the brilliant minds behind the genuinely unsettling *Little Nightmares* series, have dropped a fresh nightmare fuel called *Reanimal*. And fair warning, mate: this one's a proper cinematic fright-fest, even if some bits feel a bit like you've seen the spell before.
You know that feeling when you accidentally open a portal to another dimension, and suddenly you're dodging overgrown, doll-like freaks trying to bite your head off? Yeah, well, that's pretty much the vibe *Reanimal* is going for. Announced way back at Gamescom 2024, this third-person co-op horror title puts you in the tiny, terrified shoes of an orphan brother and sister trying to leg it from an island teeming with monsters. It’s a (mostly) linear narrative, unfolding through some seriously dynamic camera work – a signature move if you ask me.
I love a good co-op puzzle game, the kind that forces you to laugh, scream, and occasionally question your teammate's sanity (and your own). So, naturally, I was chuffed to get my hands on a 30-minute demo. While you *can* play solo with an AI companion (which, let's be real, is never quite the same as a live human panicking beside you), I dove in with another invitee, ready for some shared terror. We washed up on a gloomy beach, frantically rummaging through suitcases like we were looking for a spare dimension-hopping device. Found a key, opened a door, stepped into a massive, industrial-looking building. So far, so *nope, get me out of here*.
Soon enough, the puzzles started to stack up. Most of them needed two sets of hands – pulling levers, finding items, that classic 'one stays here, one goes there' dance. Like trying to unclog a digital toilet, you really couldn't do much without a buddy. It felt familiar, didn't it? As in, 'I've seen these magical glyphs before' familiar. I'll be honest, the puzzles themselves didn't exactly blow my wizard hat off. Pulling levers, finding trinkets… it's all stuff we've done a thousand times over in other realms.
But here's the kicker, the bit that salvaged the lack of groundbreaking mechanics: the co-op chaos. There was this absolutely bloody hilarious moment where my partner and I were perched on an abandoned mine cart, convinced it was just bugged. We were both silently (and probably loudly, mentally) blaming each other, poking at it, trying to figure out what the other was doing wrong, until a developer, bless their cotton socks, gently informed us it had no wheels. No wheels! Fair dinkum, the sheer idiocy of failing together – *that's* where the entertainment came from. Would it be as funny bumbling around by yourself? Reckon not. The shared despair, the joint facepalms, that's the magic ingredient here.
Where *Reanimal* truly shines, though, is in its darker arts. The intense horror sections – the sneaking, the running, the screaming. While hunting for those elusive mine cart wheels, a troop of nasty, deflated corpses (seriously, Tarsier, you're messed up in the best way) suddenly popped out and gave chase. Around the same time, this mysterious giant started lurking, always just around the corner, always a step behind, or so it seemed. I tell you, mate, the foreshadowing was thicker than a wizard's spellbook.
Just when I thought I was about to escape this cursed place, the giant, this mangled, limping figure, popped up at an abandoned train station, all too eager to… well, *reanimate* my head from my shoulders. There was nothing for it but to scurry under a bench and hope for the best. And that's where the cinematic genius really clicked. The dim light, the monstrous silhouette, the slow, searching movement – it was pure, unadulterated horror movie material.
Speaking of cinematic, *Reanimal* is an absolute masterclass in visual storytelling. The opening beach scene, shot from a distance, just nails the scale and desolation. Dropping into a tunnel, the camera zooms right in, focusing on the siblings and their tiny lanterns, ratcheting up the suspense. And when you're sneaking past that giant, the blinding headlights of an abandoned car frame its terrifying silhouette as the kids scurry past in the shadows. These aren't just pretty pictures; they're integral to the dread, making you feel every tense moment.
Oddly enough, amidst all this terror, *Reanimal* manages to sprinkle in a healthy dose of cuteness. Watching these adorable little protagonists trot about, helping each other, clutching their tiny lights – it's actually quite endearing. And while it's sad to watch them perish (especially if it's in a rather brutal fashion), seeing them huddled together upon respawn is genuinely sweet. It's safe to say *Reanimal* captures that eerie, atmospheric vibe of *Little Nightmares*, but it never pushes you so far into terror that you can't push through. Even for me, and I'm not exactly known for my bravery in the face of digital demons.
Overall, the visuals have truly impressed me, and I genuinely can't wait to discover more of this hellish world and its terrifying inhabitants. Even if the puzzles aren't reinventing the wheel (pun intended, given the mine cart!), the atmosphere and cinematic flair make it a journey worth taking. Though, I will definitely need to rope in a player two for the full launch. *Reanimal* is set to materialize on Nintendo Switch 2, PlayStation 5, Windows PC, and Xbox Series X in early 2026. Keep an eye out, you might just find yourself in a nightmare.
Originally reviewed by Marloes Valentina Stella for Polygon on August 27, 2025.
Tags: Reanimal, Horror Game, Co-op, Tarsier Studios, Gamescom
Original article: Polygon