3 AM to 3PM
Saturday, October 28, 2024
Steam
1 Hour Play Session
Year Walk is a rather unsettling yet so very intriguing game. It is based on Swedish folklore, featuring creatures and experiences from their myths. Year Walking is a folklore that features the idea of trying to know the future, even if it costs you.
Just a forewarning, I do mention some of the triggering/slightly gorey stuff, such as the infant deaths, the brook horse, etc.
The game is in a first-person setting, and to start, you meet with a woman, presumably your lover who is going to marry someone else. Our character most likely mentions year walking, as the woman mentions what happened to her cousin and that it is dangerous. She sends us off by saying we shouldn't do anything foolish.
We go back to our cottage and it turns to nighttime, we are also in a rather snowy setting, and now we have the opportunity to explore, several pathways are connected and some that are not, but eventually we come across these gates that lead to the church, but they are locked- although we do see a woman emerge, a Huldra we later learn, a woman of the forest. She seems to have the key we are looking for but disappears before we can get it.
So now we trek through the forest again, looking for the Huldra, and soon we do find her and we follow her, she reveals a path we can take now to a tree, where two owls are perched, but she disappears into the tree and we can't get in. The owls are a part of a musical puzzle.
The musical puzzle features a rather creepy-looking wooden doll in a tool shed, you spin the doll head and when you finish spinning it, it starts to unwind and plays an unsettling song, its arms pointing towards two different owls on opposite sides- these owls represent the owls on the tree and this wooden doll is the answer to the puzzle. However, when the doll finishes spinning its head, its face turns bloody on the last note and looks a lot more unsettling than before.
When you use the pattern from the doll and get the tree to open up, you are met with another puzzle, another music-related one but you have to match these glowing portions of humming voices to the music in the background, after you get I believe 5 correct you can find the Huldra, where you then are seemingly(?) pushed out of the tree, and get jump scared by the woman. But, we got the key! . . .Nope it turned to water now.
After a bit more wandering you come across a log that allows you to cross a stream, where you find a goat in a suit. This is the Brook Horse, another creature, who apparently would lure people onto its back and then drown them. But hovering around the Brook Horse and infants, Mylings to be specific. Mylings were spirits that were most of the time infants who died and needed to be properly buried. We had to go around the map to find these infants, most of the time seeing glimpses of how they died, following their trails of blood to find each of them and bring them back to the Brook Horse. (After doing so the stream turns red and it appears the souls of the children are now brought together to create a flame)
After completing the task you see the key appear, and then get snatched by a raven, but now that we have the flame we can go to this area where an almost bunker-like room is located, where we then use the flame to find the ladder and climb up to find the raven- and after clicking on it multiple times the raven, which is the Night Raven, emerges and drops the key, finally allowing us to go into the church.
The church features a puzzle, but after you get past that you are met with the final creature of the game it appears, the Church Grim, apparently a guardian spirit of sorts. When you come face to face with it you are meant to click on the heart until it bursts- and then break away the shattered glass. After going through a final sequence of puzzles and ominous text, we see a grassy field and then soon we find the woman, our lover, dead.
There is another part of the game, you can go through it again. There is also a box that holds lots of secrets that kinda give you a broader perspective on the events in the game. Once you open the box you find a news article that talks about a man who was executed for the murder of a woman last year, and you see a doctor argue that the man was suffering from an abnormal psyche, having problems discerning past from present, and has terrible visions of creatures, it seems he might have been diagnosed with schizophrenia. We learn that the executioner was supposed to perform an execution on a woman who was charged with the murder of four infants but took her own life before the sentence could be carried out.
We also see a rather ominous note, to quote "You are long dead when I write this, and I have not yet been born. Yet we have a connection beyond life, death, space, and time. The impossible is made possible by year walking. But the Watchers always win. Even though you've not passed through the rift yet, they sense the urge and they want their sacrifice. I wish there could be another way. I am sorry. But for her, there is still hope. You can save her. You know what you must do."
(The Night Raven)
(The Huldra)
(The Brook Horse)
(The cottage belonging to our character)
(The Church Grim)
In Year Walk, while a horror game with rather enticing and disturbing art and a unique playstyle; it touches upon certain Swedish folklore with a darker energy and tells a rather unsettling tale. From what I've gathered from playing, it's about a man who participated in Year Walking, following a specific set of rules and going out on a specific day to get a glimpse of the future, and perhaps from this future he glimpsed death of his lover? Or the intensity of the trial caused him to suffer from mental disorders that caused his mind to break, which if he saw such things that we see in the game- I wouldn't blame him much if he truly did break. But, for the key anthropological concept we see in this game I would have to say is mostly culture, as we not only learn about a custom but also the folklore and creatures featured in the game.
Year Walking used to be a widespread practice with its own set of rules, from what I've gathered- you are not meant to eat, drink, sleep, or speak throughout the day, and then you are supposed to walk out into the night and face the supernatural and the harsh thing we know as nature. Not only do we see that we also see many creatures, one of the first you interact with is called the Huldra, a guardian of the forest who usually appears as a beautiful young woman, who tends to the forest, she can do both good and bad deeds. The Brook Horse is another, a creature that lured children onto its back and then it leaped into the stream/river, drowning them in the process. The Mylings were seen with the Brook Horse, perhaps correlating with the folklore surrounding the Brook Horse? But Myling, is usually a victim of infanticide, due to the fact back then (the period the game is set I believe is somewhere in the 19th century?) there were either too many mouths to feed or the child was born out of wedlock. The Night Raven is an interesting creature, as it is described to have holes in its wings and if you stare into those holes you are to become ill, and it looks like it also was described as a hungry bird who liked to eat people. And then the Church Grim, apparently a rather complex creature and very much feared, apparently it is considered to be bad luck if you speak of it, and its origins are very little known, but it seemed that hearts were very important in the Grim's myths. These creatures I feel help us gain an understanding of what Swedish folklore and culture is about, and how people back in those times might have felt or how they conducted things. It is intriguing, to say the least.
While a dark and disturbing story, I found the information rather interesting, it was interesting to me to play as this man going through these events and while yes it was unsettling, it felt rather melancholic in a way. Not only is the setting in a cold, dark environment the atmosphere felt very hopeless in a way, because it felt like the man was desperately trying to find out something, and even after completing the game the ability to go back and play through again alludes to an even deeper meaning I feel. There is a lot of interpretation room to be had with this game, but I also feel like it tells a pretty straightforward story in a way, and whether or not the supernatural aspects are real, it still is a custom and piece of culture we should take the time to look into and observe. While I don't think Year Walking is commonly practiced anymore, I do know that the folktales and creatures within this game are still important today, as a lot of these folktales originate from people telling stories to keep kids out of trouble, or because they saw something in the woods- and hey, maybe it is very well a supernatural occurrence!
During the game, I was unsettled, but there is a quote that I often relate to "Art should comfort the disturbed and disturb the comfortable." Cesar A. Cruz. So I wouldn't say I was necessarily turned off by the events in the game, but it made me think about how many cultures have such deep and interesting folklore and pasts. While the game was a horror game, I feel like there was a lot more meaning behind it than just "a creepy horror game". It told a bittersweet and sad story, it touched upon events that probably happened in the past, and being able to understand that and the events I feel allowed me to understand the culture just a little bit more.
Some questions I had while playing:
If I had the opportunity to see the future, would I take it?
How often do some aspects of a culture get ignored because of how 'disturbing' or 'unsettling' it might be?
Why is it that death is often portrayed as a supernatural being or event in some cultures?
If I played through Year Walk again, how might my perspective change based on the knowledge I now have about the story?
Am I weird for finding this game more intriguing rather than creepy? (it still was creepy but in a good way?)