New on Wii U is the Notepad, which does exactly what it says on the tin - not the most glamorous of features, but a practical necessity to keep track of the cryptic hints and symbols that appear throughout. A handy-dandy map helps you orient yourself, and a hint screen will nudge you in the right direction if desired. The Encyclopedia has entries on each of the creepy supernatural beings encountered -critical reading to fully understand the game world, in addition to being deeply fascinating folklore. The second screen gives access to all sorts of useful information and makes for an effective extension of these dark woods into the real world. Primarily, excellent use of the GamePad brings the game to life outside the confines of the screen. Everything works so lovely that the game may as well have been conceived with the GamePad in mind. Only a handful of games have made critical use of the Wii U's dual-screen setup, and Year Walk does so with aplomb. Similarly jaw-dropping is how well Year Walk fits with the Wii U GamePad. More than once we found our jaws dropped after a masterful, unexpected reveal when idly panning the camera around to find a path. Cryptic clues are doled out at the perfect pace to keep you desperate for more information.
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The fixed viewpoint allows Simogo total control over each scene, empowering the studio to craft each moment to be the most impactful. Nothing in Year Walk is superfluous - from the sound of snow crunching underfoot to thoughtfully arranged scenery, every element is deliberately placed to bring this journey to life. The divination ritual is a deadly serious journey for the protagonist, and the game treats it accordingly with gravity and precision.
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Subtlety is perhaps Year Walk's secret weapon. It's a subtle change that makes maintaining your bearings a puzzle in and of itself. This viewpoint causes just enough disorientation to lend a labyrinthian quality to the small forest, contributing to the overarching theme of otherworldly mystery. In practice, however, Year Walk would be a lesser game without it. On paper, this locked-view thing sounds like a horribly restrictive way to explore an environment.