Yomawari: Night Alone reads like a demented fairy tale straight out of Japanese folklore with a modern twist. The survival horror, from creators Nippon Ichi Software, immediately sucks you into its grim, dark world within moments of booting the game up, and continues to throw twisted monstrosities at you for the several hours it will take you to complete it. From its isometric view, Yomowari seems deceptively cute, as you play as an unnamed young girl with a lovingly animated red bow in her hair. This game is anything but, however, as it deals with heavy themes such as mortality, loneliness, and the supernatural.
Right out of the gate, the player is treated to an emotional gut punch in the game’s tutorial. I wont spoil it here, but suffice to say, I don’t think a tutorial has ever invested me in a character or a world so effectively. The premise of Yomowari is simple: A young girl loses her dog, and her older sister goes out to look for it. When she never makes it home, it is up to the young heroine to venture out to save them both. And they need saving, as the surprisingly expansive town they hail from in rural Japan is inhabited by scores of demons straight from the depths of hell.
Gameplay is a fairly simple affair, and will not surprise anyone familiar with the survival horror genre. The game is broken into chapters, and each chapter sends the player to different corners of the map in search of keys and other items that will allow them to progress to the next. What makes Yomawari unique is that virtually the entire game world is open from the start, and while some areas are gated, there is a lot to see and do. You wander dark, deserted streets with nothing but a flashlight as your only protection from the evil spirits that roam the night.
And I think this is where the game really shines (pun intended). You are completely unable to protect yourself, so all you can do when confronted by an enemy is either run or hide. Some of these creatures will react (violently) to the light of your torch, and others come running at the slightest sound. You can sneak past groups of enemies, and distract them with thrown items. Its not an incredibly in-depth stealth system, but its varied enough and doesn’t wear out its welcome. Progress can be saved at Jizo statues that are spread fairly liberally across the map, and they also function as the games fast-travel points.
A flaw of this was that I never felt very punished by death. It really just meant I would be greeted by a blessedly very brief loading screen, and a short run back to where I had met my demise. Some of the games mini boss like creatures could be frustrating, though, requiring dozens of attempts, and perfect memorisation of their attack patterns. But that never took away from the genuine fear I felt after encountering some of these creatures. And I think that was because of their uniquely Japanese design. From massive tentacled beasts that would sweep entire streets with their appendages, to the souls of dead children who would attack only when you showed your back to them, the variety was quite impressive.
But what really sold me, was realising that Yomowari has side quests, and semi unscripted events. Wandering down a particularly dark street, I came across a headless horse that galloped past me, off into the night. I would encounter the same beast again several chapters later, and while I never figured out its purpose, the horse was completely benign. I took to feeding stray cats with some pet food I happened across, until I fed the wrong cat. After that, I swore I wouldn’t feed any animals that I encountered. I also engaged in a particularly creepy game of hide and seek with a ghostly little girl that really did just want to play. Then I came across a ringing cell phone, left abandoned in the street. What followed was probably the most chilling of my encounters, and the most memorable.
It probably took me around 5 hours to complete Yomawari, and I did it in a single sitting, but I think you could probably spend at least that long again scouring every nook and cranny. Thankfully, after rolling credits, you are able to explore the entire map (which seems to have been hand drawn by the protagonist, and suits the aesthetic perfectly) at your leisure to snap up any remaining collectables you might have missed. And you will probably miss some, as they can be fiendishly well hidden, or heavily guarded. I considered attempting the platinum trophy, it certainly seems doable, but would require a hefty amount of exploration.
I’m very happy with my time spent with the game. Its narrative is fairly open ended, and I immediately went online to see other peoples interpretations of certain events. And it has stayed with me, its the kind of game that creeps up on you. I will be keeping a very close eye on the recently announced sequel Yomawari: Midnight Shadows, as I cant wait to see what the team does next. All in all I would recommend Yomawari: Night Alone to anyone looking for something a little bit different. Its a short experience, but memorable, and it played exceptionally well on the Vita.
Now if you will excuse me, I need to double check my door is locked.