![]() ![]() In honour of the season of scariness, we’ve gathered the 9 scariest games we’ve ever played on our handsets. After all, if you’re a fan of Silent Hill, Until Dawn or The Evil Within you’ll know that it isn’t just the gameplay that’s making you jump out of your seat – it’s the storytelling, too.Ĭhuck some portability (so you can take the game out of your comfy bedroom and into the big bad world) and augmented reality technology and you’ll see why it’s just as possible to get the living heck scared out of you when gaming on a smartphone. While the Companion is certainly not necessary to complete your journey, its additional information helps flesh out the bleak world, though why this appendix isn’t simply included in the main download is beyond me.Could mobile phones be the future of gaming? It’s something we’re definitely starting to think about. This brief encyclopedia gives a bit of backstory on the various apparitions and events in the game. No big deal.A final strange addition to the Year Walk package is a separate free Companion app. Just a creepy wooden doll hanging in a shed in the middle of the woods. The problem here is that the inventive obstacles become simple to overcome, while the obtuse obstructions still retain their inherent frustrations it’s a lose-lose situation. ![]() This is a reality in even the very best adventure games, from The Secret of Monkey Island to Machinarium. ![]() ![]() While a brief epilogue can be discovered during your second playthrough, a bulk of the puzzles’ charm deteriorates. At the same time, like many of those works, Year Walk loses a bit of its magic once you’ve figured out all of its tricks. Like the best horror fiction, Year Walk compels you to press on despite that nagging voice in your head that pleads otherwise. As I hit the two hour mark and entered new areas toward the conclusion, I found myself holding the device further and further away from me in fear of what resided amidst the unknown. The tension that Year Walk creates ranges from a pervasive sense of uneasiness to peppered moments of horror that caused me to physically drop my iPad on more than one occasion. Despite the handful of disheartening puzzles, the affective atmosphere bade me to continue. Trudging through the muck of a poorly designed puzzle quickly grinds your experience to a halt. I was only able to open a specifically tricky gate through and annoying dose of trial and error, despite the fact that my chicken scratches supposedly had all of the information I needed. Even through my diligent note taking, when the time came to utilize certain clues on their intended puzzles, I couldn’t logically figure out how to marry my knowledge with the mechanism. However, there are a handful of obstacles that are oblique in their presentation and execution, to the point where I nearly lost all motivation for solving them. When that specific motion triggered my success, I knew I was playing something special. After a bit of experimentation, I ended up curiously rotating my iPad without really expecting anything to happen. For example, I was stuck at a puzzle that featured an item I had to retrieve, but various visual and audio cues indicated that said item was offscreen. It doesn’t try to shoehorn a console control scheme onto the touchpad, but rather builds the mechanics around motions that only these specific devices could accomplish. Year Walk also utilizes the inherent strengths and properties of your Apple device in unique and satisfying ways. I grew up playing games with a pad and pencil by my side, so any modern game that effectively necessitates this type of sensory diligence is much appreciated. Many of Year Walk’s mysteries hinge on environmental observation and duteous note-taking, which I’m completely fine with. Throughout this brief sojourn in the Scandinavian wilderness, you’ll encounter a handful of smart puzzles, nightmarish creatures, and genuinely terrifying moments. The sounds of snow crunching under boots and the ephemeral buzz of the wilderness add a great deal to the impeccable atmosphere. Creatures stalk the woods with a stop-motion cadence, harking back to films like The Nightmare Before Christmas. The feeling of maneuvering through the environment is akin to paging through a picture book, and though it may seem simplistic at first, the streamlined interaction allows you to appreciate the gorgeous presentation all the more. Play Year Walk’s bleak and evocative representation of Sweden is traversed by swiping horizontally across screen, and moving forward or backwards at specifically designated points. ![]()
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