Game reviews
Year Walk: the reference book should have stayed out of it
Year Walk makes looking up the folklore part of its unease. A design review of Simogo’s companion text, platform changes, and the cost of cleverness.
Whimsical Woes editorial ·
Looking something up is supposed to make a strange experience more manageable. Year Walk is interested in what happens when the act of consulting the explanation becomes strange too. Its most compelling design idea is the relationship between an unsettling adventure and the apparently dependable material beside it.
This is a review of that narrative and interface design, drawing on Simogo’s development accounts. It does not claim a completed playthrough or evaluate current performance on each platform. The original game arrived in 2013; the later computer and Wii U adaptations changed how its ideas met the player’s hands.
Knowledge has a place in the picture
Simogo describes an adventure set in nineteenth-century Sweden, built around puzzles and encounters with folklore. The developer’s account explains that the original movement experiment involved navigating a first-person space through a two-dimensional touch interface. That is already an appealing mismatch: the world can suggest depth while asking for gestures associated with moving through a page.
The more interesting mismatch concerns explanation. In his account of the story’s development, writer Jonas Tarestad describes the problem of providing context without loading the adventure with exposition. The companion app became a separate place for information, with a narrative relationship to the game itself.
That separation gives knowledge a location. When background material sits outside the immediate encounter, consulting it becomes a decision rather than another line delivered while the scene continues. The player changes posture from participant to researcher. Horror can then ask whether that second posture is really as protected as it feels.
The critical appeal is not simply that a game has secrets. Plenty do. It is that two familiar activities, exploring and reading about what you found, acquire different kinds of authority and then trouble one another. A reference format brings expectations of orderly explanation. Those expectations are useful material for fiction.
An adaptation changes the argument
Simogo’s computer-version notes describe new controls, reworked puzzles, and an integrated companion menu alongside hints and a map. Its Wii U account describes putting reference information on the GamePad while the main game remains visible, with additional note-taking and motion interactions.
Those arrangements are not interchangeable. Moving into a menu, moving to another app, and glancing at a second screen create different relationships between action and consultation. The same written clue can feel like an interruption, a separate document, or a tool continually beside you. A port can preserve the premise while altering its rhythm.
That makes Year Walk a useful case for artists working across media. If an illustration becomes an animation, or a paper diary becomes a website, ask what the audience must physically do to inspect the evidence. The delivery method can carry part of the story. It is not always a neutral envelope.
Cleverness has a cost
An interface that makes discovery satisfying can also make uncertainty frustrating. Someone wanting a clear route through a horror story may dislike being asked to question the boundaries of its presentation. That is a reasonable preference, especially when the pleasure depends on recognizing that there is another kind of action to try.
The design also asks for restraint from anyone discussing it. An exhaustive explanation can turn discovery into a checklist. The developer accounts linked below describe later narrative mechanisms, so treat them as spoiler-bearing reading if you intend to explore the game first.
Year Walk’s strongest lesson is that exposition can have a dramatic form. The information need not be removed; it can be placed somewhere whose apparent reliability becomes part of the experience. Pair this with Stories Untold if you are interested in horror that makes the method of receiving a story feel consequential. Sometimes the supposedly helpful reference material is where the trouble starts.
Questions from the crypt
Is Year Walk a historical account of Swedish folklore?
It is a fictional horror adventure drawing on folklore. Its narrative and supernatural events should not be treated as documentary evidence of real events or practices.
Are the original mobile and computer versions identical?
No. Simogo documents redesigned controls and puzzles for the computer version, plus an integrated companion menu, a map, and hints. Platform differences matter to the experience described here.
Does this review reveal the hidden solution?
No. It discusses the relationship between the game and its reference material without explaining the solution. The linked developer accounts contain more substantial spoilers.
Who might dislike this approach to horror?
Players who prefer direct objectives and self-contained storytelling may find the uncertainty around interfaces less enjoyable than players who like investigating the presentation itself.
Sources & further reading
- Simogo: Year Walk, official development and version history
- Jonas Tarestad: about the story of Year Walk
- Simogo: Year Walk and the Wii U GamePad