REANIMAL Walkthrough Gameplay Part 1 – INTRO (FULL GAME)

REANIMAL Walkthrough Gameplay Part 1 - INTRO (FULL GAME)

Hey everyone, it’s your boy here, diving headfirst into Reanimal, the latest horror gem from the folks who brought us Little Nightmares 1 and 2. If you’ve been following my channel, you know how much I adored those games—the eerie atmosphere, the clever puzzles, and those spine-tingling moments that stick with you long after you’ve turned off the console. So, when THQ Nordic hooked me up with early access about a week ago, I was pumped. I got it right around my 38th birthday, and as I’m posting this, I’ve just hit 39. Thanks for all the birthday wishes, by the way—they’ve been pouring in, and it’s been awesome. Next year is the big 40, and honestly, I’m not thrilled about it. But hey, life’s short, right? Speaking of which, I’m curious: how old were you when you first discovered my channel? I started this whole thing back when I was 23, so it’s been a wild ride.

Anyway, enough chit-chat. Reanimal is the first major horror game we’ve had in a while, and I’m stoked to see how it performs. If this video hits 5,000 likes, I’ll commit to long episodes and play through the whole thing. I don’t think the game is super long—maybe just a handful of sessions—but we’ll see. Love you all, fam. Let’s jump in.

We start off in control right away, cruising on a boat that gives off major Little Nightmares vibes. It’s got that same moody, atmospheric feel, even though this is a brand-new IP. I’m assuming we just follow the light ahead, navigating through dark waters. Bioshock flashbacks hit me hard with the splashes and eerie sounds—something’s in the water, but I’m going in blind. No research, no spoilers; I want the surprises.

The light fades, and I spot someone in the water. “Come here,” I mutter, thinking they’re dead. But nope, they’re alive, and we pull them aboard. The area is massive, with birds circling overhead and rocks tumbling down. Visibility is low, so I’m relying on water movements to guide me. We push through narrow passages, dodging obstacles, and end up at what looks like a mine entrance. Heart pounding already—this game’s scary, no lie.

I decide to go right at a fork, following the camera’s pans as hints. We dock at a rocky shore and start exploring abandoned structures. Interacting with objects reveals rats scurrying around, and I spot a giant key in one spot. Boundaries are tight, but I test them anyway, finding a gate and a small door. Inside, the vibe is impeccable, reminiscent of my first plays of Little Nightmares. That schoolteacher from the second game still haunts me with her long neck.

Suddenly, the camera shifts, and I’m controlling the other character briefly. A mysterious mechanism activates with a time limit—I sprint, using the run button (same as the boat’s boost), and make it just in time. It’s cool how they’ve adapted for single-player; I thought this was co-op only at first, but the solo mode handles it seamlessly.

We grab a light source—a lantern—and continue. The game runs buttery smooth on my PS5 Pro in performance mode; frames are life. Crouching with L2 takes getting used to, but it’s essential. We encounter a massive figure in the distance, adding to the scale mystery: are we tiny like in Little Nightmares, or are they giants?

Puzzle time: we slide objects, mantle ledges, and boost each other up. The co-op elements translate well to solo, with the AI companion handling their part automatically. Climbing ladders, we find a door leading back outside—a shortcut, maybe. Then, a random mask appears; I put it on instinctively but check the menu to toggle it off. Collectibles like masks and concept art are scattered, and you can equip them on both characters. I’m not hunting them all, but it’s a nice touch.

A locked door blocks us, so we take an alternate path. I spot a ladder down but skip it for now, heading to a boost spot instead. There’s a giant fan and air vents—maybe for floating across later? We activate a switch, revealing a monitor with flashing symbols: a triangle and a circle. Not sure what it means yet, but I note it mentally.

The switch activates a dangerous conveyor or something—our first near-death. Timing is key; I wait for it to pass and sprint. We lower platforms for each other, solving the puzzle cooperatively. In a side room, lockers steam, and one reveals a horrifying mask or person—chilling. We climb through vents, emerging outside again.

Briefcases (or suitcases?) are everywhere, carried by massive figures. I crouch to hide, but light gives us away. We collect more concept art, navigating blocked paths. A wheel mechanism is missing parts; we need to find them to proceed. Exploring a restroom, we find a body with a plunger—Silent Hill vibes as I stick my hand down a drain to grab a key. Gross, but effective.

With the key, we unlock a wheel and attach it. Sprinting with it, we evade pursuers in a tense chase. Back on tracks, we ride mine carts, dodging massive enemies. One grabs me—death screen. Respawning, I learn to take it slow, sneaking through grass (though it’s more about quiet than visibility).

We reach an ice cream truck area—nightmare fuel with tents and lurking figures. Crouching and hiding, I navigate ramps made of suitcases. A chase ensues; I sprint, boosting speed, and escape narrowly. The soundtrack amps up the tension perfectly.

Gathering more allies (friends?), we chop wood for bridges, evading slithering creatures. Trees hang with bodies—creepy. The ice cream truck driver returns, arms stretching like in previous games. We steal the truck after a puzzle involving mannequins and breaking windows. Masks reference other horrors, like Amnesia.

At a cinema, we hunt bolt cutters, prying open gates amid deflated, slithering enemies. Teleporting foes keep me on edge. We pry boards, hide from laundry-doing giants (weird, right?), and escape through vents. The flesh suits and breathing mannequins are pure horror.

Fueling up at a gas station, we grab gas cans amid chases. Back in the truck, fingers grab us—another death. Respawning, we use crowbars for Metroidvania-style backtracking, unlocking new areas.

Boating resumes, dodging mines with throwable objects. Explosions look stunning—Unreal Engine 5? We clear paths to a hotel, evading water creatures. At a cannon, puzzles involve aiming and loading ammo-like items. Lost for a bit, I explore pig farms, squeezing through pens and witnessing gruesome feedings.

A lighthouse chase is insane—sprinting down spirals as giants pursue. Burning barns, random buses—Silent Hill echoes. This feels like a good stopping point. I skipped the canon resolution but hit the next section. The game’s scale is massive, the puzzles engaging, and the horror top-notch.

Overall, Reanimal exceeds expectations. It plays like Little Nightmares but expands with boating, driving, and ally-gathering. The vibe is less-is-more: minimal dialogue, story through environment. If this hits those likes, part two’s coming soon. Thanks for watching/reading—catch you next time. Peace!

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