Little Nightmares didn't need interactivity to be terrifying.
The prevailing read is straightforward. The games created horror through interactivity—your helplessness as a small character navigating grotesque spaces depended on you holding the controller, on your own agency being systematically denied. A comic, by definition, cannot do this.
But this argument rests on a claim nobody has bothered to question. The games' power actually came from interactivity at all. Watch someone play Little Nightmares—the player is almost always silent, often still. What captures your attention is not the experience of moving a small child through a monster-filled kitchen but the child itself, motionless in the darkness, tiny against enormous spoons and teeth and hands.
The interactivity is almost incidental to this. The game's brilliance was recognizing that a fixed camera viewing a helpless figure produces the same psychological effect whether you hold a controller or turn a page. Both mediums remove something essential—the ability to look away.
This is why Descent to Nowhere works. Not because it compensates for what a comic cannot do. Because it doubles down on what both mediums actually do, which is to force you to witness vulnerability without reprieve. The panels are still. The child moves through them the way prisoners move through hallways. You follow not because you are steering but because you cannot stop yourself from looking. The real question this raises is uncomfortable and has nothing to do with medium translation—when you consume a story specifically designed to make you watch a child suffer, what are you actually looking for?
What does that need to witness helplessness say about the spaces you choose to occupy, the experiences you deliberately seek out? That's the horror the comic doesn't need to create. It just needs to refuse to let you turn away from it.