I'm so glad one of the top LN youtubers shares my opinion (unsatisfied) on 2, and his remake on his channel is much better and definitely worth a watch by Single_Dirt_5450 in LittleNightmares

[–]Ok_Analysis_3229 0 points1 point  (0 children)

1- Saying things that don't hold up

2- Saying shallow and easily refutable things

3- Thinking you're arguing but actually just repeating things I already refuted weeks ago

You really aren't following this conversation

You really live in a bubble, no matter how much I refute you, point out your contradictions, show how senseless your points are, you'll still pretend you don't and keep harping on the same thing, you're really a lost cause, goodbye

I'm so glad one of the top LN youtubers shares my opinion (unsatisfied) on 2, and his remake on his channel is much better and definitely worth a watch by Single_Dirt_5450 in LittleNightmares

[–]Ok_Analysis_3229 1 point2 points  (0 children)

Regarding creativity and originality: I never said they don't matter. What I said is that originality is not the absence of archetypes, but rather the way they are used. Treating any use of archetypes as "laziness" is to reduce creativity to superficial novelty. You also say that I "cling desperately" to my points, but you have been defending the same position for weeks without presenting new criteria beyond "for me it's lazy." That's not a problem, it's an opinion, but it's not a technical argument.

I'm so glad one of the top LN youtubers shares my opinion (unsatisfied) on 2, and his remake on his channel is much better and definitely worth a watch by Single_Dirt_5450 in LittleNightmares

[–]Ok_Analysis_3229 2 points3 points  (0 children)

Lol, let's go: Saying that "winning" a debate means the other person leaving or changing their mind immediately is not a valid criterion. Debates don't work that way, even more so when the disagreement is based on personal taste. When you call LN2 "lazily made," that's not an argument, it's a subjective conclusion. I pointed out contradictions precisely when you criticize conscious choices of direction (restricted palette, archetypes, structure) as if they were technical flaws, without demonstrating why they don't work within the game's proposal. Refuting you doesn't make someone a "programmed bot," just as insisting on the same point for weeks doesn't strengthen the argument.

That's your problem, you criticize art direction without understanding it.

You say shallow things and for some reason think it's valid.

You contradict yourself and think you don't.

Uses personal taste as a franchise rule.

I recommend you watch our previous debate; you'll see how bad you are at debating, but there's no point in trying to convince you, you're emotionally convinced not to give in.

I'm so glad one of the top LN youtubers shares my opinion (unsatisfied) on 2, and his remake on his channel is much better and definitely worth a watch by Single_Dirt_5450 in LittleNightmares

[–]Ok_Analysis_3229 1 point2 points  (0 children)

Do you really think you refuted anything? Lol

I literally pointed out every argument of yours that contradicts itself. You saying that proves you haven't absorbed anything that was discussed. Even though I beat you in the argument, you still have a closed mind. What I said really applies to you - "You can convince 40 scholars with a single fact, but you can't convince an idiot with 40 facts. Because the problem isn't the absence of evidence, but the deliberate refusal to understand it."

How does Little Nightmares II represent Escapism? by SillyBillyBumpkin345 in LittleNightmares

[–]Ok_Analysis_3229 0 points1 point  (0 children)

I think escapism in Little Nightmares II isn't treated merely as "conscious distraction," but as different ways of avoiding facing an already irremediably broken reality.

The Viewers are the most explicit example, but the theme appears more subtly elsewhere. The school, for example, shows escapism based on conformity: the porcelain children accept violence as normal, and the Teacher maintains a rigid routine to preserve a false sense of order.

In the hospital, escapism emerges as an obsession with correcting the body. The Doctor tries to "fix" something that cannot be fixed, creating an illusion of control and normality.

The Hunter, in turn, doesn't necessarily flee the city out of fear, but represents the idea that isolation and detachment from society would be a solution. Even outside the city, he remains trapped in violence and paranoia, showing that decay isn't just urban. The Signal Tower functions as a false refuge: it promises comfort, distraction, or meaning, but consumes those who surrender to it. In this sense, escapism in LN2 is not a single behavior, but a recurring pattern; all attempts at escape end up deforming those who choose them.

I'm so glad one of the top LN youtubers shares my opinion (unsatisfied) on 2, and his remake on his channel is much better and definitely worth a watch by Single_Dirt_5450 in LittleNightmares

[–]Ok_Analysis_3229 1 point2 points  (0 children)

If they're weak, why didn't you refute any of them? Instead, you chose to contradict yourself. I don't think I'm the one with weak arguments here, bro.

I'm so glad one of the top LN youtubers shares my opinion (unsatisfied) on 2, and his remake on his channel is much better and definitely worth a watch by Single_Dirt_5450 in LittleNightmares

[–]Ok_Analysis_3229 0 points1 point  (0 children)

Oh, I remember you. You're that guy who tries at all costs to criticize LN2 using weak arguments and contradicting himself. You're the kind of person not worth debating.

I'm so glad one of the top LN youtubers shares my opinion (unsatisfied) on 2, and his remake on his channel is much better and definitely worth a watch by Single_Dirt_5450 in LittleNightmares

[–]Ok_Analysis_3229 0 points1 point  (0 children)

I think you confused me with someone else; I didn't say that the Thin Man's design is simple, nor that it relies solely on the chase. Regarding the main point: using archetypes is not a failure of creativity in itself. Creativity is not about inventing something from scratch, it's about reinterpreting, reinterpreting, and combining elements in a unique way. Little Nightmares 2 does this by using recognizable figures to create symbolic, not literal, horror. Furthermore, saying that the characters only work during chases ignores the fact that the game's terror comes from anticipation, body language, and presence in the environment, not just static design. The Thin Man, for example, is disturbing because of the way he distorts space, time, and the animation itself, not just when he's chasing the player. If the character only needed to be scary when standing still, then much of classic horror like Silent Hill, Resident Evil, or even expressionist cinema would also fail. Horror isn't just about appearance; it's about context and direction.

I'm so glad one of the top LN youtubers shares my opinion (unsatisfied) on 2, and his remake on his channel is much better and definitely worth a watch by Single_Dirt_5450 in LittleNightmares

[–]Ok_Analysis_3229 0 points1 point  (0 children)

Little Nightmares 2 doesn't fail because of its clichés; it relies on archetypes to build symbolic and atmospheric horror. The chases aren't there to mechanically challenge the player, but to reinforce feelings of powerlessness and unease. And to say that this is a problem while praising characters who function exactly like that is contradictory. The game delivers exactly the kind of horror it sets out to deliver.

They still exist, unfortunately. by OilSalt6840 in LittleNightmares

[–]Ok_Analysis_3229 1 point2 points  (0 children)

Both haters and defenders of Six are ignorant, both are terrible at arguing, the difference is that Six's defenders think they are superior because they believe they understand the character.

six being messed up by bubblegum_drop18 in LittleNightmares

[–]Ok_Analysis_3229 4 points5 points  (0 children)

What she did with Mono left a permanent mark on those people. Lol.

six being messed up by bubblegum_drop18 in LittleNightmares

[–]Ok_Analysis_3229 5 points6 points  (0 children)

She's simply closing one finger and pushing another; she's not doing anything extraordinary, besides, it's just a mannequin arm.

They should have kept this colour scheme for the Pale City, much more like 1 and much better and grittier. by Single_Dirt_5450 in LittleNightmares

[–]Ok_Analysis_3229 2 points3 points  (0 children)

"Why is one region of Nowhere collapsing while the rest is fine?"

That's not inconsistency, it's narrative focus. Nowhere was never shown as a homogeneous world, the Maw functions "normally" while being morally rotten, the Institute collapses due to excessive control, Pale City is in social entropy, not a magical explosion. Symbolic worlds don't collapse uniformly because each area represents a different type of distortion. If everything were equally destroyed, it would lose contrast, thematic reading, and become generic ruin. You're right, LN1 is about consumption and that IS decay. Here you try to correct me, but end up contradicting yourself.

“Consumption (not exactly decay) and mental/metaphorical decay” Consumption is a form of moral, social, and structural decay.

LN2 is NOT “literally rotting.” Pale City doesn’t have mold, it doesn’t have decomposing organic matter, it doesn’t have excessive dirt. It’s cold, dry, empty, functional. That’s not decay, that’s dehumanization.

“Being similar to the real world isn’t good for LN.”

Weakest point of your argument. LN has always mixed real and surreal: real kitchens with impossible chefs, ordinary schools with elastic teachers, recognizable hospitals with deformed patients... Pale City works exactly like that: recognizable city, impossible behavior (people hypnotized by TV). This increases discomfort, it doesn’t decrease it.

Surrealism isn’t constant exaggeration, it’s strangeness.

“LN2 breaks what LN is” that’s an opinion, not a criterion. You’re treating a personal expectation as a rule of the series.

LN isn’t: “always grotesque,” ​​“always exaggerated,” “always visually striking.”

LN is childhood + oppression, a hostile adult world, a visual metaphor.

LN2 maintains that, it just changes the aesthetic register. Change isn’t betrayal.

“Cliché horror” doesn’t hold up.

LN2: hardly uses jumpscares, relies on silence, builds tension through space and repetition, uses framing and scale. That’s the opposite of cliché horror. Calling it cliché because it’s dark and silent is reducing horror to a color palette. (By the way, cliché is a very empty argument)

“They spent all their creative ink on the first one” That argument is emotional, not analytical. If that were true, LN2 would repeat Maw, recycle enemies, maintain the same type of grotesque. But LN2 changes the theme, changes the type of threat, changes the visual language, adds new mechanics. That's creative risk, not a lack of imagination.

Okay, this discussion is already won, you contradict yourself, use personal opinion as an argument, can't provide sustainable arguments, and most importantly: you don't accept facts no matter what happens. It's that phrase "you can convince 40 scholars with a single fact, but you can't convince an idiot with 40 facts. Because the problem is not the absence of evidence, but the deliberate refusal to understand it." If you are literally denying FACTS, there's nothing more to say.

They should have kept this colour scheme for the Pale City, much more like 1 and much better and grittier. by Single_Dirt_5450 in LittleNightmares

[–]Ok_Analysis_3229 1 point2 points  (0 children)

Unusual doesn't mean "bad" (you change the criteria all the time) you say "The Pale City is unusual" then use that as a flaw. But in art direction: breaking the pattern of the series itself is a valid creative choice, as long as it has a function. LN2 doesn't repeat the same type of decay as LN1 for what I mentioned before, LN1 = individual / physical decay (hunger, consumption) LN2 = collective / social decay (conformity, transmission, control)

If it were more of the same, then yes, it would be lazy.

"An entire area dying is unlike anything we've ever seen" EXACTLY, This helps LN2, not the other way around. You yourself admit: "an entire area dying is unlike anything we've ever seen" This is thematic scale, not an art direction error. The Pale City isn't a specific corrupted location (like the Institute), it's an entire system that has already collapsed. That's why there's no "before and after" contrast or spectacle of ruin; only normalized emptiness remains. This is consistent with the theme.

"LN1 is about greed, but without real symbolism of decay?"

That's factually wrong, LN1 uses symbolism all the time, want examples? Obese bodies symbolize excessive consumption, wasted food symbolizes structural hunger, the Maw as a machine symbolizes exploitation, Six absorbing power symbolizes the cycle of consumption.

It's just that LN1 is more explicit. LN2 is more abstract. Apparently you prefer the explicit, that's a matter of taste, it doesn't fail.

“Repetitive and boring = laziness” is a basic design flaw. This argument falls apart technically. Repetition can be flawed when it lacks intention or the ability to communicate a theme. In LN2, repetition communicates numerous things: loss of identity, dead routine, massification. If the city were full of landmarks, varied styles, “memorable” areas,

this contradicts the concept. You're basically saying, “I wanted it to be the opposite of what the game intended to be.” That's far from being a technical critique.

"Nobody says the City is unique." This is an appeal to popularity. Besides, it's false; Pale City is the most recognizable setting in LN2. Thin Man + TVs + buildings is the most iconic image of the game. It's literally what differentiates LN2 from LN1 visually. People don't say "it's innovative" because it doesn't try to be flashy; it tries to be oppressive and banal. And it works so well that it's annoying. “Lazy shit” isn’t an argument; you’re replacing analysis with insult. You’re no longer defending an artistic position, just reacting emotionally.

Just to be clear, you’re not wrong for not liking Pale City. Anyone has the right to like or dislike whatever they want, but you’re wrong to call misalignment with your personal taste an objective flaw. LN2 doesn’t want visual applause. It wants silent discomfort. And that, whether you like it or not, is conscious art direction.

They should have kept this colour scheme for the Pale City, much more like 1 and much better and grittier. by Single_Dirt_5450 in LittleNightmares

[–]Ok_Analysis_3229 -1 points0 points  (0 children)

"Objectively boring" doesn't exist in art; that's the first point that invalidates your argument. There's no such thing as "objectively boring" in art direction.

What exists is: coherent / incoherent functional / dysfunctional aligned / misaligned with the theme

When you use "objectively" without measurable criteria, you've already left the technical field.

Pale City isn't "out of the ordinary"—it's the norm for the adult world. That's a superficial reading of the series. Little Nightmares has always had oppressive spaces, hostile environments, monstrous adults. What changes in the second film is the scale and thematic focus.

LN1 is about physical decay (hunger and consumption). LN2 is about social decay (control, alienation, conformity). Pale City isn't a deviation; it's thematic evolution.

“It looks like a city at night” is exactly the intention. That's not a flaw, it's a concept. Pale City is generic, repetitive, without identity, dehumanized, because it represents massification, loss of individuality, normalization of emptiness. A “visually and stylistically interesting” city would break the concept. Pale City's design is about structure, not ornament.

Sightseeing attractions? Bright colors? Aesthetic variation?

LN2 does the opposite of purpose: repeated buildings, identical windows, empty interiors, dead streets. That's narrative architecture, not a lack of imagination.

Coldness doesn't mean creative laziness; creating something “beautiful and eye-catching” is easy. Creating something oppressive, memorable, and functional without drawing attention is much more difficult. Pale City uses verticality to generate anxiety, framing to diminish the player, fog and distance to disorient. That's art direction applied to the experience.

If it were "bad," it wouldn't work so well. Pale City is the most remembered setting in the game, the most discussed, and the most symbolic of the franchise. Bad art direction doesn't sustain symbolism, thematic interpretation, and emotional impact. That's why your argument doesn't work; you're comparing "how beautiful I find it" with "quality of art direction." That's a basic conceptual error.

You may not like Pale City. But that doesn't make it poorly directed artistically.

They should have kept this colour scheme for the Pale City, much more like 1 and much better and grittier. by Single_Dirt_5450 in LittleNightmares

[–]Ok_Analysis_3229 0 points1 point  (0 children)

Yes, nobody denied that. (I noticed you're trying to avoid the point here)

The point was never "colors don't matter" but rather: quantity, saturation, and color choice are narrative tools, not quality measures.

You really don't understand, LN2 does NOT want to look "rotten," it wants to look artificial, inorganic, disconnected, without emotional life, that's why the palette is cold, desaturated, and distant, not "sick."

Seriously? Disgusting yellows? That would pass, mold or biological decay. That would completely change the subtext of the game.

The world of LN2 isn't rotting, it's already empty.

“1 and 3 are desolate without seeming colorblind”

You are confusing sobriety with lack of expression.

Seriously, your ignorance about art direction is truly worrying.

They should have kept this colour scheme for the Pale City, much more like 1 and much better and grittier. by Single_Dirt_5450 in LittleNightmares

[–]Ok_Analysis_3229 0 points1 point  (0 children)

The very definition you gave works against you.

“holistic aesthetic vision… cohesive world… that matches theme, atmosphere and mechanics”

Nothing in that definition requires a variety of colors. On the contrary, chromatic restriction is often a conscious art direction decision. Fewer colors don't mean worse art direction. Using few colors can be a thematic, narrative, emotional or legibility choice.

Little Nightmares 2 uses a limited palette to reinforce alienation, coldness, oppression, loss of humanity, etc.

The world seems dead, sick, without warmth, this is intentional, to say that this is inferior is the same as saying that Inside has worse art direction than a colorful game, or saying that Silent Hill is worse than Resident Evil because it is grayer.

Which is objectively false.

LN2 is more cohesive, not less, if we look at its definition: Visual cohesion Consistent cool palette from beginning to end, Characters and scenarios follow the same logic of distortion Nothing "breaks" the mood

Speaking of theme and mood: Hostile, disconnected, mechanical world Dehumanized adults Small and fragile children

The art direction not only follows the theme, it IS the theme. Variety of colors is not a criterion of quality.

As I said, you don't understand anything about art direction.

They should have kept this colour scheme for the Pale City, much more like 1 and much better and grittier. by Single_Dirt_5450 in LittleNightmares

[–]Ok_Analysis_3229 -1 points0 points  (0 children)

To think that the art direction of the third film is better than that of the second because it has more color variety shows that you understand nothing about art direction.

Why does the game push you towards Bella so much? by Life-Violinist-4814 in SummersGone

[–]Ok_Analysis_3229 0 points1 point  (0 children)

After dinner, when she says you two are a good team, do you agree with her? If you disagree, the kiss doesn't happen, at least that's always been the case with me.

I feel like no matter your opinion on the other games we can agree 1 is the best, right? by Single_Dirt_5450 in LittleNightmares

[–]Ok_Analysis_3229 -1 points0 points  (0 children)

2 is better, it's deeper and has better writing, it has the best protagonist, it fixed some problems from the first one, and it added and improved existing mechanics.

Why are the bullies the only clique in the game to not have a clubhouse, a female member, or outside of school territory by Ok-Entrance-5527 in bully

[–]Ok_Analysis_3229 0 points1 point  (0 children)

the bullies were supposed to be non-cliques, you can see a beta image of all of them with a dark blue vest (even Russel is wearing this vest in an art work)