

The strong start does give off the impression that there will be plenty more high quality scares and swerves, but thankfully the game does continue to deliver on atmosphere and different types of horror after it has ensured you’re in the right mental state to be more receptive to moments that won’t be hitting you quite as hard. In some ways though, Yomawari: Night Alone does understand the true efficacy of a jump scare, the building of tension to the threat of something properly established but abrupt and scary working in its favor, and it also knows to give the player some room to respond to the suddenly appearing threats. After you’ve learned to fear what’s ahead, you start seeing a general purpose death screen with blood splatter which packs less of an impact then the more unique stuff you see near the start. Yomawari: Night Alone definitely uses its jump scares early on to establish a proper sense of dread in the player, whipping out some strong stuff early on to put you on edge about what might be waiting in the city at night, but while the early moments are carefully curated to hit you with some scary surprises, it seems after a while the game stops giving its many spirits and possible deaths the same level of care.

Right away it wants to make sure you’re on pins and needles, and what better way to do so than to make sure you can never predict when the game might strike with its next shocking moment or monstrous spirit?

Yomawari: Night Alone wastes no time in delivering shocking moments and terrifying sights, the game not even wrapping up its tutorial completely before it hits you with its first unexpected fright.
