REANIMAL (2026): Grotesqueries At Breakneck Speed
HEAVY SPOILERS BELOW, AS WELL AS DISCUSSION OF THE VIDEO GAME’S MACABRE IMAGERY, PLOT, AND THEMES. ALSO, BRIEF BITS THAT ARE LIKELY INAPPROPRIATE FOR THE READER’S PLACE OF EMPLOYMENT.
In his video “Little Nightmares, and The Importance of the Experience,” YouTuber Joseph Anderson attempts to both define a hard-to-pin-down sort of game and also interrogate his complicated feelings about it, with the 2017 adventure horror platformer Little Nightmares at the heart of the discussion. The hard-to-pin-down sort of game is an “experience,” and within the first couple seconds of the video, Anderson uses a definition for it that sounds about right to me: “one of those games that focuses on atmosphere and making you feel something rather than introducing mechanics and then testing you on them. . . .” A less generous description via me that could be applied to horror games especially is “streamer bait” (all about big, easy screams and pogging for the sweet donos); to use some of the parlance of the times, I might also deploy the words “hype moments and aura.” Games with a strong superficial appeal that likely takes precedence over the aspects often used to evaluate the medium as a never-ceasing conveyer belt of products someone might want to buy: things like length and replayability and having complex systems to engage with.
Typically,
these sorts of games can be experienced second-hand without feeling like you’re
missing anything, and that feeling can be contrasted against more
mechanics-focused titles. As an example of the latter, consider my experience
with the Resident Evil series—My feeling has been that I can be totally
spoiled on every plot point, puzzle, scare, and set piece in those games but
still enjoy playing them because the mechanics of inventory management and
moment-to-moment survival via combat (which interfaces with the inventory by
subtracting resources like ammunition or healing items) are so engaging. Little
Nightmares certainly does not have that depth, and I was heavily spoiled on
it in advance without caring since I never planned to play it, yet when I
finally did play Little Nightmares and its DLC levels and its 2021
sequel, I did still connect with the games as both the “experience”
Anderson describes/defines and also on a mechanical level.
This
is where the discussion gets awkward since I actually have a mostly-complete
essay on these games that covers them in-depth, including the mechanics, but
that piece isn’t out yet—It was supposed to be done this past fall (2025)
before Little Nightmares 3 released and before the spiritual successor REANIMAL
released near the beginning of this new(er) year, but that didn’t happen,
and now I’m in the awkward position of deciding whether to heavily expand that
essay to include all of the games (which I don’t want to do) or essentially
steal from myself to pay myself by cannibalizing it for this smaller write-up
(which I also don’t want to do). So, a small summary: I love the way Little
Nightmares feels to play; I enjoy the horror imagery and accompanying
themes a lot, but I found myself surprised to be comparing the series to the
classic God of War games. Although radically different in their genres,
I found a similarly satisfying baseline of gameplay and also an emphasis on
spectacle. They’re both series about making simple block-pushing puzzles feel
good to solve, and they’re also both series about a small-scale hero taking on
much larger environments and enemies. There’s even some cross-over in their
brutality: The heroes of Little Nightmares humiliate and sometimes kill
their gigantic aggressors in ways that make the kids feel like maybe the “real”
nightmare, in the end. Being able to turn the tables this way after a titanic
struggle is a key part of what we might call catharsis in both series.
Take
the not-at-all-unlike-God-of-War finishing sequence you perform on a
spider boss monster in REANIMAL: After being chased by this wooly,
human-armed thing, after dealing with its creepy ash-child offspring for an
entire level (after some very minor stealthing past it in that level), you
fight the beast in a boss battle and then follow it down one of its tunnels as
it retreats, wounded. The spider ends up collapsed at the far end of a hallway
so that you can really appreciate the approach and savor your victory, and so
that you have plenty of time to question what comes next. It’s lying with its
enormous, eerily featureless hole of a mouth open, directing you to enter. The
two protagonists enter the mouth and disappear, but the player must continue to
push forward on the left stick, as the screen distorts and as the creature
twists in pain, until the event is completed and the spider barfs up both the
two principal children and the friend they were trying to rescue. As I said,
the way this finishing sequence is presented and the way the player is pushed
to be an active participant in degrading their opponent beyond the point of
just defeat is very classic God of War, and the way that you do
these things (like shoot a hunter with his own gun in Little Nightmares 2)
adds to the ambiguity of the horror atmosphere: You’re ostensibly a sweet-faced
child, but are you perhaps an evil sweet-faced child that could grow up to be
just as twisted as your adversaries given the chance?
While
Tarsier Studios was unable to make their own Little Nightmares 3 in
name, they were able to make REANIMAL, and any argument about not
comparing the series closely is easily defeated by just looking at the two side
by side briefly: Once again, you play as much smaller kids with their faces
obscured traversing a twisted world that does not seem to be made for them at
all; adults are over-large, inscrutable, weird, grotesque, and dangerous; the
scrambling run animation, the crouch-walking stance and crouch-walking
animation, and the way the two inputs can be paired to slide (the look of the
slide), the minimal on-screen display with just one hit to live, the
unobtrusive collectibles, which include bonus masks/hats, heavy use of fixed
camera angles the player can typically just nudge a little off-center rather
than truly reframe, a controversially-short playtime conducive to an
“experience”-type of game—This is clearly a spiritual sequel, a
with-the-serial-numbers-filed-off, a “Little Nightmares we have at home.”
The purpose of this piece is not an exhaustive dissection of REANIMAL,
but I want to establish a basis for comparing it with Little Nightmares in
certain specific ways below (with the caveat that I have not played the
official third entry yet).
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Parallels? Just
kidding… (The use of a boat in REANIMAL helps make it into a credible Little
Nightmares 3 by further expanding the scope of the total play area. Little
Nightmares 1 took place in a single facility, so, regardless of the
supposed space traveled, it feels… little. The second game was able to feel
longer because it covered a space that could pass more easily for large—The
journey from woods to multiple locations in a city, with some more anonymous
streets in between, gave the player a stronger sense of having gone a long way
despite only offering a few proper levels. REANIMAL’s boat further
inflates the scale, with big stretches of water separating the various
levels/areas. While not quite to the point of standard action-adventure collect
‘em up gameplay, REANIMAL has a few optional secret nooks that can be
reached by boat as well, between land segments, which makes it feel even
richer, bigger, and longer despite the fact that it can still be completed very
quickly.) |
As
much as REANIMAL looks like Little Nightmares and does feel like Little
Nightmares, I did not like it as much as either Little Nightmares 1 or
2, and especially not more than the DLC levels for the first game, which
I currently consider to be the best part of the franchise for their (in my
memory) slightly more involved puzzles. I did not love REANIMAL like I
wanted to, back when I was watching and re-watching and re-watching its
trailers, but I did immediately start a new game after finishing it, and I want
to establish that up front before saying anything else mean: I liked this
little game enough to finish it in the evening and then go right back for more
later in the night, since I wanted more from it. That is both
compliment and condemnation…
It
took me until the start of my third session with REANIMAL (where I
finished it for the first time) to figure out why I wasn’t connecting with it
like the previous games, and the answer was embarrassingly obvious in
retrospect—The issue at the heart of the game was the design consequence of the
co-op option, and an unexpected comparison that helped me to parse my own
feelings was with 2009’s Resident Evil 5, which experienced a similar
holistic rot for the same reason. Multiplayer is the fountainhead from which
the taint flows, and all sorts of annoyances can be found downstream from it,
like, say, a reduction in puzzles and an increase in vehicle segments, and also
a weirdly emphatic door-opening experience. In that last case, it seems like a
universal feeling in these types of games with a theoretical second human
player, where doors and door-equivalents (like narrow gaps to squeeze through)
frequently separate areas, and where a single-player game would have you scoot
right through without issue, there always seems to be this moment of… decision
on the part of Character #2 in these co-op-intentioned experiences, where your
own character holds the door open or shut just a little too long or where the
other character takes just a fraction of a second too long to make their way to
the door, almost like you can feel the math solving for Controller #2
and finding 0 and going “Oops looks like I’m up” and then doing the
thing (going through the door) as required. It takes almost no time at all, is
even downright infinitesimal to the point that I doubt its existence—except for
those very, very rare instances in REANIMAL where Character #2 actually
got stuck on me and I had to back out of the interaction and try leaving the
room again—but it is still perceptible: a however-slight enshittification of
something as basic as moving from one area of the game to the next that would
not exist if the thing wasn’t designed for two humans instead of one.
The
many cooperative door-openings, the vehicles, and the chase sequences all serve
the necessary purpose of keeping both players together and moving forward. The
doors make sure no one leaves an area before the other, and the other two
similarly force the pair to move forward as one while also dictating a pace
that cannot be as easily accomplished with what used to be the signature
elements of this franchise: stealth, platforming, and puzzle-solving. The chase
sequences that I am going to emphasize both make the players move as one and
prevent any inconvenient separation by more or less resetting the sequence with
a “game over” if someone dawdles or does anything but progress as required. If
I was to describe what my brain considers the average Little Nightmares experience,
I would say something like this: The signature Little Nightmares experience
is a room with a big monster in it, and the player has to navigate through that
room to retrieve a key (or other key object) and then make their way back
across the space and/or through another room to ultimately progress. It
involves stealth, traversal, and sometimes puzzle-solving while also serving
the horror by forcing players to go unseen for extended periods of time while
being close to the monster, which may have a routine it follows within the
space or that adapts as the player moves forward. Not every room is like this
in Little Nightmares, but it’s how I instinctively remember the games
(that I’ve played). By contrast, I realized that when I thought of REANIMAL,
I was instead thinking about chase sequences (like Crash Bandicoot-style
running toward the screen away from something big and goofy slowly rolling
toward the foreground). Stealth, traversal, and puzzles feel barely present in
favor of jolting set pieces that make sure players are moving forward fast, and
the obvious reason why is the co-op. I embarrassingly failed to figure this out
sooner because playing the game single-player looks so much like the similar
paired-character gameplay of Little Nightmares 2 that I managed to
forget on some level that this was a multiplayer experience.
The
most numerous and most complex stealth sequences in REANIMAL fittingly
occur within the first area which happens to look the most like the previous
games, with a very familiar-feeling monstrous adult rather than an outright
monster (an animal) as the focus. Even so, in this more nostalgic zone, I still
noticed on my second playthrough that the developers followed up a chase
sequence with the grabby adult by doing another chase sequence with the
slithering deflated adult skins and then another chase sequence with the
grabby adult now in an ice cream truck, with extremely little buffer between
them. In future areas, chases take priority, and stealth seems to just involve
one room of cover moving from right to left or left to right while the assigned
predator red-light-green-lights from the center of the space. This is such a
shame since the creature designs in this game are still stellar and
satisfyingly distorted, and forcing the player to quietly, slowly contend with
a pursuer that moves unhumanly could have led to some great moments in the old
style—The spider could crawl on the walls or ceiling; the pelican could
similarly fly around the 3D space; the underwater horse monster could have
groped for you in the scarily dark and muffled depths after you crowbarred out
its eyeball as the trigger for a long and intense set piece as you tried to
transport the organ for reasons that seem downright arcane. Instead, you barely
stealth around the spider once; the pelican is relegated to only a single
chase; and the horse monster also just chases you back along a straightforward
path, murdering the tantalizing prospect of an underwater segment so brutally
and abruptly that it feels, conspiratorially, like cut content. Like a waste of
the devs’ time and resources, even! Tellingly, the most extensive “stealth”
sequence in the game is in the Resident Evil 5 mode, as you duck from
cover to cover in a warzone to avoid an anonymous, boring, unseen sniper, a pattern
of interaction that is expanded (arguably: continues directly) with you avoiding
the blasts of a tank, which you then defeat with grenades and then also
commandeer for the climactic final boss fight.
Maybe
the goal was also to hype the player up and escalate the gameplay of Little
Nightmares, but I still smell co-op all over these decisions. Puzzles and
stealth, even with someone you like and know, slow down the experience and
create problems for the camera and pacing and enemy AI that running along a
linear track or driving around in an ice cream truck, boat, or tank fixes
(read: avoids). Like Resident Evil 5, the game begins with some promise
and then devolves: RE5 has its new version of the previous game’s
now-iconic initial village stand-off/siege against an enemy horde before
indulging in hours of oorah antics and then ending with the main character
punching a boulder in a volcano in an anime showdown; REANIMAL starts
with a series of areas that recall, at least visually, the highpoints of Little
Nightmares and then ends with the kids driving a tank through a theater in
a way that feels self-aware. You drive that armored sucker over the seats (and
the occasional already-dead occupant) and over the stage and over the
artsy-looking single chair sitting stupidly under a spotlight, and then you
keep right on going out the back of the building to reach the boss fight.
Ungenerously, we’ve abandoned tension and artistry for pure, adrenalizing
nonsense so that co-op buddies can hoot and holler at each other with the
necessary vigor without being asked to do anything too complicated or “boring.”
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Trophies/achievements
in games often end up tracking player progress toward easily-understood
goals—reaching a certain character level, getting 3 of 3 endings, beating an
optional boss, collecting all of X thingies, etc. One thing that I have come to
appreciate about the Little Nightmares series is the use of the trophies
to sometimes clue the player into little hidden interactions on top of the
usual stuff. REANIMAL continues this trend, with some optional puzzle
interactions that require poking around. This process was not as much fun for
me as it was in Little Nightmares since you cannot climb, carry, and
throw as many environmental objects, which narrows the possible hidden
interactions in a given room quite a bit and reduces the adventure game-y-ness.
Even with clearer prompts for player interaction (like highlighting collectible
posters and displaying a small icon on usable switches and the like), I did
still spend a lot of time fumbling around. After my first playthrough, I
checked out a complete, unexpurgated list of achievement names (but not
details) to give me some hints about what to look for in my second playthrough in
a more comprehensive way. It is
unfortunate that the mandatory puzzle interactions feel way too simple—like, Put
on the diving suits right next to the underwater elevator so you don’t drown,
or Use the rifle in the same room as the hanging corpses to shoot the one
that’s obviously holding a key, and also there’s conveniently multiple guns
because of the co-op thing. Having the game check the player number and spawn
fewer weapons if appropriate would have helped hide just a little of the
unnaturalness that comes with the multiplayer emphasis. In a perfect REANIMAL
world, you’d need to at least go into another room—past the tempting death
elevator—and perhaps solve a little puzzle or do a little stealth to acquire
the diving suits… |
There
is a thesis of “speed” that can be argued about REANIMAL in general, but
after the chase sequences, the changes to combat probably stand out the most.
In the first Little Nightmares and its DLC, fighting back was very
limited and amounted to pointing either a mirror or a flashlight in the right
direction to defeat enemies. In Little Nightmares 2, the focus was on
very limited melee combat instead: You could pick up weapons at designated
points, but since you could not jump and climb with them, they were meant to be
discarded after a typically brief period of use—sometimes as a puzzle-solving
solution but most noticeably as… weapons, against something like fodder
enemies, but those enemies would still kill the player character in one hit, so
combat was really more of a rhythm puzzle where you had to determine the
spacing and timing necessary to hit the enemy during its wind-up animation. It
served the horror atmosphere thanks to the high stakes and the slow speed of
the weapons, but repeated failures could be obnoxious. By contrast, REANIMAL
gives the two main characters weapons during the first level that they get
to keep for the entire game and can use with a dedicated controller button (and
will automatically stow when not in use).
(The
boy receives a mighty crowbar, and the girl is assigned a dainty knife, thus
affirming gender norms. Masculine Player #1 gets a long, big, curved tool, and
Feminine Player #2 is stuck with a neat, little triangle. This dynamic is
reversed with their light sources, as Boy has lighter and Girl lifts lamp, but
this is because boys fight and don’t do laundry while girls support boys by
guiding them. In conclusion: Why can’t I play as Girl? The answer may or may
not be that there is a narrative subversion of their apparently-friendly
dynamic coming which leaves the boy looking not so good, and the player can be
implicated/made to feel something if they’ve spent the game as that character.
I guess this still works in co-op since you’re actually two real people with
some kind of relationship that can be put in uncomfortable parallel with the
in-game action.)
These
weapons that I’m talking about swing very fast, and melee combat in REANIMAL
felt hectic and imprecise to me. The enemies you generally fight are seabirds
and the aforementioned spider-children. With the birds, you have to wait for
them to come close, but this can be hard to judge with the animals flapping
around from a fixed camera perspective that usually emphasizes the scale of the
setting rather than precise player positioning, so I’d typically just mash the
attack button and flick the left stick toward what I thought was the closest
bird and would win; with the earth-bound kids, even less strategy is necessary
since you can just get in their faces right away. My impression is that death
is no longer quite instant and that the characters sometimes have a moment to
help each other if an enemy makes contact, I think. It’s probably less annoying
than the rigid combat formula of Little Nightmares 2, but it also
defangs the tension. Boat combat is somehow worse: even more empowering as you
can quickly toss a limitless supply of harpoons at the occasional fat swimming
adult human monster you encounter. These design decisions just do not serve the
ostensible horror to me, for most of the game.
The
exception to what I just said is the final area, which has the sniper and tank
in it. I spoke disparagingly of it in contrast to the previous games since I
was discussing the overall shortcomings of REANIMAL, but I’m now going
to argue that the warzone does work well as its own thing, operating
within the design priorities of this single game. First, I will acknowledge
that the build-up to the level is very good. You encounter some lonely
implements of war as the game progresses—some mines in the water that you have
to avoid (later, explode with your handy harpoons), a large cannon that you go
on a long journey to eventually power up and use to get the water horse out of
your way, some distant explosions, an immobilized battleship. But you might
reasonably take these things for just eerie set-dressing/lore-implying. The
first really big shock and escalation of this imagery comes after the spider
level when you exit the building with your newly-rescued friend to find armed
adults and their military vehicles out front, where there had previously just
been a lonely, misty, even post-apocalyptic vibe. It was also a shock to me
since it was the most… normal-seeming adult behavior I had seen in these games.
They aren’t enormously rotund and going to a restaurant to eat children, nor are
they excessively long-necked and teaching living puppets—They’re (relatively)
normal-looking giants behaving in sensical ways. They’re going off to war
somewhere, and after a long interval, which includes firing the cannon and the
disappointing underwater segment paired with the battleship, you reach the war
itself within the ruins of a massive city. This, too, serves as an escalation
of REANIMAL’s particular imagery and of the series’ fixation on
dangerous adults harming children. The intimate, strange, grabby violence has
been replaced with grown-ups manning heavy weapons or else crawling toward the
protagonists with the intent to blow themselves up. Even the wounded will try
to kill the children with a creepy zeal. The sides of the adults’ conflict are
unclear; the smoke is thick; the atmosphere is oppressive. This is where the
game’s “M” rating feels most apparent to me since you see some soldiers shoot
themselves rather than attack. I get that the earlier impersonal guts imagery
we see also contributes, but witnessing a present-tense self-annihilation just
feels more definitive in terms of needing a harsher content warning. The speed
of the game actually, finally works in tandem with the horror here since it
makes you feel like you are under constant threat for the entire level, and
that I found so few collectibles in this part of the game in particular on my
first playthrough is a testament to just how effective the sense of strain is.
It’s just one bombed-out building or trench after another, and then you’re
running from more gunfire, and then here comes a crawling figure with an
explosive. (The atmosphere of dread alone feels “M”-y.)
And,
also, the second playable character has vomited up/birthed a monstrous sheep of
vengeance that’s attacking and consuming the soldiers as well as the friends
you went to so much trouble to save in the previous levels. Yes, the final tank
battle with that sheep is kind of ridiculous and Resident Evil 5-core in
contrast with Little Nightmares 1 and 2, but it actually does
kind of possibly work within REANIMAL exclusively: After being
disempowered for a while, you get a little empowerment, but your nerves are
potentially still shot, and there’s a desperation to the slow forward roll of
the tank as the sheep closes from behind that feels like a weirdly specific but
also perfect encapsulation of the experience of this level. Thematically, the
use of a sheep (or lamb) works well since the animal is usually associated with
purity, innocence, and peace, but that’s inverted here. There is also a twist
on the concept of a sacrificial lamb—The other kids killed the main girl as a
part of some ritual before the start of the game, and the final boss is an
avatar of her buried rage, which she doesn’t seem to remember but still
apparently feels. There’s an element of the corruption of innocence to the
imagery befitting the associated revenge/recovered memory and war concepts: the
rampaging sheep that grows ever more monstrous and also the way the girl’s
white dress becomes increasingly bloody during the level. Plot-wise, this is
all very vague since the game has an absolute minimum of dialogue and no
heavy-handed lore documents, so the player has to rely on suggestive imagery to
draw their conclusions.
I’ve
seen people talk online about a famine and the war and with the magic ritual as
maybe a solution, and I can see some evidence for this sort of chain of
causality, with adults as the cause of the children’s suffering, which would be
in keeping with the thematic lineage of the first Little Nightmares. I
just find myself moved much more by the children’s betrayal and the implication
of violation of one kind or another: Once the sheep has consumed the final
“friend” (the main playable boy), you get one brief segment of controlling the
girl as she tries to flee but is then eaten herself by the creature; venturing
deep inside, you find an improbable, lonely, ominous folk horror farm building
where at least some part of the ritual might have been conducted and maybe
where the girl was lured and bound. This is the endpoint of the journey inside
the ill-defined innards of the sheep, where the tunnels open up physically but
also as if for the reveal of the truth at last. At the heart of the matter
(physically) is the conspiracy of the friends and the murder they committed. The
reasons why don’t feel particularly meaningful to me, but the act itself and
the brutal image of the lead boy dragging the bound lead girl to a well does.
My first thought—with the sheep’s birth, the remote-feeling building, the
conspiratorial circle of “friends” that I initially took as all male—was of
something a lot nastier than a ritual to stop a war or a famine and that
everything bad, including the war, could be a result of this crime. (Disclaimer
for the young-feeling fandom around this game: I don’t think this is true; it
was just the vibe of my first brush with the imagery.) I don’t
think I’d want an entire game of just this final (war) mood, but it’s
undeniably the point where REANIMAL feels most coherently and
satisfyingly like its own thing, where it forced me to see it, mechanically and
thematically, as its own thing rather than as a less compelling version of Little
Nightmares. My sense is that it all still works as an “experience”-type
game, and I may revisit it in that capacity at some point in the future;
however, the balance is also off, for me: Where I can think of sections
of Little Nightmares 1 (and of its DLC) and of 2 that I would
like to replay for the gameplay, I cannot currently say the same thing about REANIMAL
after my two completionist-minded playthroughs and around 20 hours.
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“REANIMAL”
is an awkward word, but I like it among video game titles for that same
ungainliness and because of how it represents a portmanteau, a poetic
indulgence in an often too-straightforward medium—a combination of
“reanimation” (I think) and “animal.” It ends up having a couple of possible
resonances with the game underneath it. On the one hand, it indicates the
animal focus and a certain… twisted quality that players should expect. To me,
the “re” connotes mad science, Frankensteinian resurrection and tampering, so I
had a vague notion of human experimentation on the animals. At some point
between pre-release and finishing the game for the first time, I thought they
might be weapons that had run amok. To the best of my knowledge, however, this
doesn’t seem to be explicitly confirmed, though the overly-long whale creature
you find in a shattered battleship had me wondering if all the ships in the
world could somehow be propelled by such whales… Still, the game has a few twisted
animals that feature prominently, often as antagonists, and there is plenty of
macabre imagery that surrounds them overall, so the “re” is at least vaguely represented. Another way of
seeing the title in the game is how it applies to the main girl, who has
reanimated after her death. She wears a rabbit mask (an animal, obviously), and
she coughs up the sheep monster as well. More animal, something like “re.” The
girl’s body was thrown into a well, and the sheep is built up over the course
of the game using shots of the bottom of a well, where the animal appears,
grows, and mutates across multiple unsettling scenes. The well ends up being
both foreshadowing of the literal well that was involved in the plot and also a
suggestion of the inside of the girl (with an overwhelming red light standing
in for blood and viscera). In a way, the sheep is both inside the girl, and the
girl is the sheep. She was a sacrificial lamb, and so the sheep/she
reanimates, logically, by coming out of her. Or the forgotten anger and pain of
her death revive in this way, via the animal. Their physical relationship to
one another is re-versed in the end, when the sheep swallows her in the
final chapter titled “All-Consuming Past,” so it is rage-like but also like memory
consuming the girl (it all comes rushing back as/like how she goes rushing down
the sheep’s throat). Of course, “re”
essentially indicates a re-peat or re-do, and there is something
cyclical about the game’s story, or at least in its presentation. Even if the
intention is just to end in memory (all the kids presumably killed by the sheep
but with the player finally enlightened), the fact that the story does still
end where it began creates a sense of repetition. If “animal” is a verb—to
become a revenant that births a sheep that gets revenge on your former friends
and maybe finally ends the war—then to re-“animal” is to just do all that
again. I wouldn’t love the idea of a true cycle, beyond the coincidental structure
I’ve enjoyed highlighting, but I do prefer the thought of the kids being the
heart of the story and driving the action rather than an inciting famine or
war. The extensive, oceanic flooding that defines the world of REANIMAL
visually at least seems to be a result of the sacrifice, since we see water
beginning to pour from the well after the girl has been thrown down there, and
I prefer to think that everything else comes back to the small-scale tragedy as
well since it feels more poetic. |



