![]() How this all plays out in the actual game is through first-person perspective controls that allow players to move side-to-side and back-and-forth through simple screen-swipes and by touching or dragging to activate items of interest. Love played a great part too, so a walker would typically meet wedding processions or even attend weddings yet to come.” Another story tells of how the walker would see newly dug graves. A reoccurring theme is, of course, the year walker who meets his own ghost on the road. These would be the people that would die the following year. When the walker left the cemetery he might, for instance, see a sombre procession of dancers dressed in their finest church clothes. After having completed the year walk, the walker would see visions that could manifest themselves in different manners. This would open the year walker’s eyes to the future, but it would also lure out The Church Grim (the fearful, mythical goat-like creature of Scandinavian legend). If a year walker made it to the cemetery, he would walk around the church in an intricate pattern. On his way he would typically encounter a number of supernatural creatures, which would pose a threat physically, mentally, and spiritually. “The church was the final destination for a year walker. #Year walk night raven freeThe game draws from the real-life ancient Swedish custom of Årsgång, or ‘year-walking’, whereupon practitioners embark on fasting-induced vision quests in an effort to tap into otherworldly foresight and-for better or worse-catch a glimpse of their future.Īs Scandinavian folklorist Theodor Almsten puts it in the Year Walk Companion, the free “definitive guide to the mysterious myths and creatures encountered in the game Year Walk”: In a market saturated with one-dimensional console rip-offs + revivals from the 8-bit era, Year Walk proves itself a refreshingly original game in terms of both content and style. We can’t be cluttering up these pages with my doodles of Chimeras battling Blue Dragons or my highly detailed, multilevel, secret-door-filled (-~-) graph paper dungeon maps.īut, thanks to Sweden’s Simogo Games, I now have a safe space to talk about a particularly well-done, artsy, and appropriately seasonally spooky game for iOS. We’ve gotta write about design and art and culture and music and stuff like that. Far away.Īnother reason you don’t read about my personal nerdy hobbies on this blog-we’re a cutting-edge independent design studio, man. These common interests are manifold and numerous but, on the Venn diagram of our respective interests, such nerdy pursuits fall far, far, far away from our area of intersection. Such subjects rarely surface on the pages partly because this is a shared blog, addressing interests I hold in common with my wife + partner, Katie. My name is Troy, I am a nerd, and this Dungeons & Dragons t-shirt is totally un-ironic. No, I’m talking about the most traditional, common kind of nerd the kind that would be the butt of jokes in an 80s rom-com the kind that enjoys sci-fi, post-Tolkein high fantasy, computer role playing games, and actual Dungeons & Dragons, with its polygonal dice and awesomely intricate character sheets. Now, to be clear, I’m not at all saying I’m a ‘cool’ nerd-for instance, someone who wears ironic t-shirts and geeks out on futuristic music tech or an aficionado of some obscure, dark corner of intellectualism who smokes pipes and has a crazy, gravity-defying mustache. Reader, I’m going to share with you a cold, hard, indisputable fact that’s not often brought up in this space-I am a big nerd. ![]()
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