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. 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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