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Taking cues from Playdeadโs scant yet genre-defining pair of titles and Tarsierโs most famous series, Reanimalโs premise of throwing children into hazardous scenarios within strange lands seems initially like a retread of genre classics. This foundation gives it a recognizable base that it leverages to its advantage quite well.
Rating: 4/5
| Pros | Cons |
|---|---|
| Exceptional lighting, dense environments, and haunting character designs make for a visually stunning game | The fixed camera and trial-and-error gameplay can lead to occasional hiccups |
| Frequent mechanical and setting changes and tight campaign length ensure it doesnโt lose its luster | Some parts of the story are a bit too obtuse |
Scurrying around its dark and densely detailed environments is enrapturing because of how well many of its parts gel together to form a cohesive whole. The lighting itself is a standout and is often used cleverly to subtly point players in the right direction with nary a splash of yellow paint or unnaturally white diarrheal spray from the local birds. The red neon glimmering off a dilapidated theater sign punctures the light fog surrounding it, as does the distant crimson glow of a buoy marking a shoreline of interest.
But perhaps more striking is how Reanimal withholds light. Is that floppy material slumped over the darkest bathroom stall human skin or just an unfortunate silhouette? What exactly is the misshapen humanoid freak stalking the poorly lit halls? The uneasiness that makes Reanimal tick lies in the uncertainty found in the shadows.
Reanimal Is More Polished Than Its Spiritual Predecessors

The aforementioned guiding lights play a bigger role than normal here because of how dense the world is. Because camera control is so often wrestled away from the player, Tarsier is able to carefully direct whatโs visible and is able to fine-tune everything in view and make it as detailed as possible. All of these elaborately constructed dioramas get players to question the reams of untold lore and make up their own explanations. Why is there a theater filled with well-dressed corpses watching the same short snuff film on a loop? Why are these skin suits littered around and why can they sometimes slither across the ground like a snake? Once again, more questions, ones that poke at the many intriguing mysteries within Reanimal that make it what it is.
Much of this can be used to describe Tarsierโs prior work, but Reanimal puts these pieces together in a more elegant fashion and with much more flair and bombast. The aforementioned gorgeously assembled ruins that permeate throughout the game look amazing in moments of calm, yet stun during the surprising amount of set pieces. The way the many hideous beasts tear through the world is utterly spectacular as all manner of materials โ wood, stone, concrete, or a mix of all three โ crumble and fly across the screen at high speeds. This rain of debris canโt distract too much from the fluid and fittingly primal animations that power the creatures as they demolish their surroundings in pursuit of their carnal desires. Like the environments, Reanimalโs deliberate (but never sluggish) animation is noteworthy in times of calm but much more remarkable when chaos takes center stage and has, say, a massive, multi-limbed sheep kaiju lay siege to a war-torn city.
Reanimal Has a Surprising Amount of Variety

Reanimalโs ability to outclass genre staples transmits to the more moment-to-moment gameplay, too. It has some sections with light puzzle solving and tried-and-true segments where players have to move between cover in the foreground away from the gaze of the ill-tempered behemoth that toils away in the background. These tricks are still effective because they are used sparingly here, which highlights Reanimalโs healthy amount of variety. Light melee combat, deep-sea diving, chase scenes, drivable vehicles, and more make this more than a safe and standard entry into this subgenre; thankfully, itโs not purely about running away from big beasts. The variety of mechanics and styles โ aside from giving it a stronger identity โ results in smoother and more even pacing that makes it harder to put down.
The boat segments in particular are the standout parts because, aside from feeling like the most different parts of Reanimal, give players a welcome amount of freedom this typically narrow subgenre doesnโt ever provide. Tarsier even hands off camera control to the player, further adding to the newfound level of freedom the dismal dinghy brings. Creepy waterlogged threats begging for a harpoon to the chin lurk below so thereโs still no time to kick back, so the game still doesnโt abandon its style when off solid ground. Itโs just a continuation of that same spirit but in a different and more open form.









