Saying a game has the likability to rival a game like Dead By Daylight is not something that should be thrown around lightly. While it is rough around the edges in some minute (and a few not so minute) ways Last Year: The Nightmare has a superb foundation. Playing killers and survivor alike works just well enough to make each match feel like it could go either way. Which on its’ own feels fantastic, its biggest competitor can’t even say that. The game isn’t perfect and this review will delve into that later but what Last Year: The Nightmare gets right, it does extremely well.

Last Year: The Nightmare doesn’t suffer from a lot of the shortcomings experienced in the current state of similar games. The killers don’t feel supremely over-powered compared to the survivor. In Dead By Daylight it feels like every single time a new killer is added something is taken away from the survivor that gives them almost no chance of beating the killer. An example of this is The Pighead Killer from the Saw movies. She can crouch and sprint at the same time. The killer already walks slightly faster than survivors do. The ability to sprint while crouched makes it nearly impossible to escape as she does so while being completely silent. Their newest killer can also leap over pallets and that virtually takes one of the only means of escape away from the player. The whole point of things like that is to give the survivor the slightest inkling of hope.

Moving back to the point, Last Year: The Nightmare the killers do get some advantages like they can set traps and go invisible to move away from players to set them.

Of the three killers, The Slasher seems to be the most well balanced. He gets an ax that can devastate survivors. He can run into the group and deal a ton of damage often taking out one or two survivors before being stopped. He can also drop from skylights on certain maps and get a very satisfying assassination on unsuspecting players.

The Strangler can pull people away from the group and drop them off of ledges for easy kills. However, he has very little ability to survive once cornered by the group. His special kill is by lurking in the vents for an instant kill. It is very surprising to be running towards the objective and suddenly a chain flies out and yanks you away from the group.

The biggest enemy to worry about is The Giant. He can burst through certain walls and grab enemies for a surprise kill. He can also grab survivors and hurl them great distances for heavy amounts of damage. He also has brutal final blows to survivors often snapping their backs or slamming them repeatedly into the ground.

Playing as the killer could use some tuning. More often than not killers spam traps up hallways or near the end of a match litter the ending walkway in front of the exit making an escape all the more improbable.

The Predator mode (the ghost mode mentioned earlier) needs some sort of delay to it. Killers will often scope out a hallway and right before a survivor rounds a corner the killer will dip behind it and essentially corner the survivor. I think that needs to be delayed in some way, as in increase the time to spawn so the killer has to implement a better strategy to use that corner attack. It would just feel a little more balanced in that way.

I suppose one way they could combat trap spamming is rewarding survivors for disabling them. Even something as simple as getting one scrap (scrap is used to make weapons by survivors) for disabling a trap would help combat trap spamming. In theory, it would cause killers to at least be more self-aware of how many traps they threw down because if they threw too many down they could have given a survivor the needed scrap to build explosives that could stop the killer later on.

Being a survivor is an absolute blast. Every one of the survivors while at a glance are all similar in stats are all wonderfully unique personality wise. There are five to choose from and they all fit the typical archetypes of high school.

Amber is the typical mean popular girl. Chad is the douche football player who talks in third-person and is really full of himself. Troy is a neutral grounded person who actually just seems really smart, kind of fits a leader personality. Sam is a total sweetheart that fits the nerdy stereotype saying things like “Hello Ms. Rat. I hope you find someplace to safe to stay” as a rat runs by. Nick is sort of a super genius nerd who as endearing as that is can get annoying when he says the Latin name for Rats is Rattus Rattus for the fifth damned time in a match.

Each player on the survivor side chooses a class at the beginning of the game and can switch them each time they spawn, which, is another wonderful aspect of the game. No one dies permanently. Players respawn in closets around the map and the killer must pick a different killer to spawn as once he is killed.

The four classes to choose from are Assault, Medic, Tech, and Scout. The Assault class can make armor for themselves and everyone around. They can make a molotov cocktail which can devastate both sides of the equation because of friendly fire being an aspect of the game. Assault class can also make a baseball bat for extra damage, but at the cost of its limited swings.

Medic heals the group and can make a taser that will stop the killer for a few precious seconds. I believe they also can craft the flashlight and an adrenaline shot.

Technicians can throw a turret down at any time so long as they are not out of stamina, they also build a flamethrower, make a claymore of sorts and pills that bring back a little health.

The last class is Scout, and they, in a sort of Alien: Isolation way, can track the killer and make a shotgun, of sorts, that deals a solid amount of damage. They can also stun the killer to help with escapes. Mixing up the classes can change the landscape of a match so feel free to try them out.

Every single class needs to look for scrap in boxes around the map to build their tools but be wary of gas the killer can plant in boxes! It will flip your controls and make you easier to kill.

None of this is to say the game is perfect, because it flat out isn’t. The servers are not entirely stable as players are still met with network disconnect alerts regularly. The developers are thankfully very open with players about what they are working on and stabilizing the game has already been relatively dealt with or at least made a little more stable with a patch. The game desperately needs a way to go back and report players. There is one implemented for during game BUT as soon as that player leaves the lobby there is no way to go back and retroactively report them. That desperately needs to be fixed.

Despite all of that the future is bright for Last Year: The Nightmare. It has a solid foundation and die-hard fans already eager for future additions. I am personally hoping for a new map soon. The game launched with three and they already feel pretty well scouted by players. A change of scenery would add decent longevity to the game. Another killer couldn’t hurt matters much either. At the end of the line, as long as the developers keep being as open as they are with the community and keep taking care of the game in the manner they are, Last Year: The Nightmare will only continue to grow. I have to give this team props they hit the top three post (I heard as high as second) on Twitch dethroning the regularly viewed games. That is an amazing feat and as a fan of the game I am so happy to have been a part of that.

Last Year: The Nightmare Review
The Good
  • Solid Game Foundation
  • Suriviors and Killers Feel Equal
  • Classes Make The Game Stand Out
The Bad
  • Trap Spamming
  • Poor Report System
  • Network Errors
7Overall Score
Reader Rating: (0 Votes)

About The Author

Allen S
Editorial/Reviews Team, Manager

I started gaming when I was seven years old. I started my own game studio when I was twelve, went to school for game design. Now I work here and also on my own YouTube channel