![]() ![]() These invisible walls carve the straightforward grid into a maze and distort our sense of space.īut this isn’t a bad thing. ![]() Invisible walls block your path, forcing you to, for example, move up a layer and continue in a direction until you can move down again. However, what makes the environment so confusing is that you can’t cross an entire layer just by moving left or right. It’s pretty straightforward when you think about it the world is a grid of interlocking planes. As you swipe to move left and right across a single 2D layer, you’ll come to certain points where you can swipe up or down to move to the next layer. Year Walk is a 2D game that still allows you to travel in three dimensions because the 2D world is made of multiple layers. However, unlike Device 6, which suffered limitations because of its design, the poor sense of space in Year Walk feels purposeful and actually adds to the overall mood and horror. Made by the same developer, Simogo, Year Walk is an iOS (and now PC) puzzle/horror game that conveys an excellent sense of place but a poor sense of space. the unique characteristics of a location), then Year Walk is its mirror opposite. the physical layout of an environment) but a poor sense of place (i.e. Looking back is a series of articles recalling the notable companies and people profiled by Polygon in 2013.If Device 6 (as I argued last week) conveys a good sense of space (i.e. Read the full story: Simogo and the modern myth: The story of Year Walk ![]() Some of those puzzles have been redesigned, while others have been completely exchanged for brand new puzzles and interactions." "Those of you who played Year Walk for iOS knows that a lot of the puzzles were deeply tied to some of the features of the iPhone, including multitouch and tilt. Then just last week, Simogo announced that the game is also heading to Steam in early 2014, with a new interface and, in some cases, new art. Year Walk went on to win awards and help establish Simogo financially. The subject of Simogo's latest crunch is Year Walk, a first-person iOS adventure inspired by long dead Swedish folklore.Įxcerpt from " Simogo and the modern myth: The story of Year Walk."Įarlier this year we published " Simogo and the modern myth: The story of Year Walk." Freelancer Adam Condra dove into the game's roots at Simogo and how the two man development team found inspiration and then proceeded to whittle it down into a game that shows but rarely tells. For Flesser, this means finding ideas and fashioning concepts that are so quixotic as to grip the team and exhort them to create. Simon Flesser, the art and sound complement to his programming companion, Magnus "Gordon" Gardebäck, portrays the two as "toymakers," who constantly seek to satisfy their desire to create new and different experiences. The two man outfit of Malmö's Simogo Games is just the place for old myths to find new life. But legends of "Skogsrået" and "Kyrkogrimen," among many others, still persist, waiting to take hold of those who find them. The city's vaulting skyline and wealth of international businesses insulate its residents from the parochial customs and supernatural fears of old. In this ultramodern, high tech municipality, the proximity to Scandinavia's medieval folklore is far removed and forgotten. One would not expect to find myths in Malmö, Sweden. With a mysterious art style, creepy audio and an experimental interface, it put a spin on the idea of a classic adventure game. A game wrapped in a myth, Year Walk became one of the most highly regarded iOS titles of 2013. ![]()
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