The Yawhg is a storytelling machine.
An independently developed choose-your-own-adventure game, The Yawhg weaves a different story every time you play it. How each story plays out depends on your choices and some amount of luck. Its blend of tragedy and triumph keeps you engaged long enough to see several 15-minute-long stories through. But The Yawhg has a pre-determined life span. Eventually, you reach a point where you’ve discovered everything there is to see, and the mechanics behind the stories are revealed, losing the novelty.
The Yawhg is best played with friends. Its four main characters have no backgrounds or motivations, they are defined by the decisions they make throughout the game. Alone, you can play multiple characters, but it’s tough to maintain up to four separate narratives by yourself. With friends, on the same PC, each of you can create unique stories and feel the effects you have on the way it plays out, for better or for worse.
The Yawhg has a simple and grim setup, ripe for stories of defeat and victory. An impending danger is six weeks away from destroying a town, and its fate depends on your choices. You can try to prepare yourself for the end or disregard everything for pleasure. Not every decision is simple though, sometimes what you thought was doing good, turns against you and dooms the entire town.
The Yawhg is structured into six rounds, representing the final six weeks before the mysterious Yawhg decimates the town. Each round, you choose locations to visit from an overhead map screen. Once selected, you’re presented with two actions, one selfish and one selfless. For example: If you visit the slums, you can either fight crime or pickpocket. One will earn you wealth, and the other will help clean up the streets and possibly affect a later decision. Where your decisions have the most impact are the randomized events that occur after you choose one of the two actions. These events can affect the entire story, like infesting the towns water supply with deadly leeches or rendering the palace inaccessible after your failure to disarm a bomb. The repercussions of your choices can be as small as a single event, or they can happen throughout the story.
How successful you are at each decision is based on a set of attributes increased and decreased depending on your actions. Stats like strength will help you battle in the arena, mind will let you solve complex problems, and wealth determines how much money you can spend. It’s not always clear which attributes can affect a given choice, sometimes you’ll need to put yourself in your character’s shoes and make the decision purely on your own terms. These types of questions deal in moral grey areas and are rare, but they’re what keeps you coming back to The Yawhg for subsequent playthroughs.
Emily Carroll’s Scandinavian-styled art gives The Yawhg life. Each drawing compliments the emotion in a given scene. They’re detailed enough to portray an action, and vague enough for you to fill in the blanks. Combined with the folk soundtrack that ramps up as the story progresses, The Yawhg soaks you in its themes until you exit the game.
The Yawhg is built to be played multiple times. But there’s a hard limit. Eventually, you start to see the systems underneath it all. The Yawhg is at its worst when you play it like a game, focusing too hard on the attributes and not going with your gut. After enough playthroughs, in my case five, you start skipping through it just to get to something new, and the game loses almost all of its novelty.
That’s the most disappointing thing about The Yawhg. I wanted more, pushed too hard to find it, and soured myself on the game. But that’s doesn’t render the wonderful stories I created with it moot. Some left me stunned, and others had me laughing and theorizing what might happen next with friends. The power of The Yawhg is its ability to tell an exciting story filled with both highs and lows based on your input, and to leaves you wanting to go right back in and do it again.