Dear Esther feature

Adventure gamers are no strangers to the endless debates over genre definitions, but it’s rare that we ask the even more fundamental question, “What is a game?” Dear Esther, from developer thechineseroom and level designer Robert Briscoe, is an extraordinarily strange, brave, and above all beautiful experience. Strange because it is a bizarre work of surrealism, brave because it tries things few other games have ever dared, and beautiful because it succeeds, at least at what it attempts to do. Originally released in 2008 as a free mod for Half-Life 2, Dear Esther became a cult hit and secured both the funding and talent necessary for an enhanced commercial re-release. The core game is exactly the same, but now features the polish that comes with a larger team and budget. Most notably, the graphics have been completely reworked with stunning results.

Dear Esther is the brainchild of University of Portsmouth researcher Dan Pinchbeck. It is, at heart, an exploration of the possibilities of nonlinear storytelling in games. The player controls an unnamed, unseen protagonist who lands on an unnamed island. There are no inventory items, no NPCs, and no puzzles. You have no choice but to explore the island, and as you do so, snippets of narration play out in a semi-random manner, giving a vague and haunting context for your presence there. The narrator is, presumably, reading from letters written to the titular Esther, and the topics sway from memories of a car crash to the journal of one of the island’s previous explorers to the nature of the mysterious culture that originally inhabited the area. To say any more would be a disservice to your own sense of discovery, as piecing the various plot threads together (inasmuch as they ever can be pieced together) is a large part of the experience. This is a game that takes place as much in your imagination as it does onscreen.

But here we return to the question above. Is it really a game at all? This title strips away all familiar conventions of “gameplay” and focuses entirely on atmosphere and presentation. The only carrot on a stick drawing you further in is a blinking red light in the distance and an innate sense of curiosity. That may sound shallow, but the experience of “playing” Dear Esther feels profoundly deep and satisfying, assuming you can shed your old notions of what a game must be. If that doesn’t sound interesting to you on some level, then this may not be the experiment for you. But for anyone who wants to experience a brilliantly-crafted work of interactive art, you will certainly be rewarded.

It’s hard to believe that what you’re looking at upon first starting Dear Esther is the eight year-old Source engine that has powered every Valve Software release since Half-Life 2. While Valve’s games have always looked great, designer Robert Briscoe has lapped them all with his superb remake of the original mod’s eerie, melancholy island. The first game had decent enough graphics, but bringing on a talented 3D design artist this time around paid off handsomely. This is perhaps the most beautiful and immersive setting I’ve ever seen in a game. That may sound hyperbolic, but just take a moment to soak in some of the screenshots in our image gallery. Go ahead, I’ll wait.

See what I mean?

Any given snapshot from this game could be framed and hung in a museum as a masterful landscape piece. There’s a reason the remake took years rather than months despite being set on a single small island. The original mod was rough around the edges but still full of its own earnest beauty, the island dotted with all manner of quietly mysterious or poignant discoveries—a pile of stones marking a grave behind a shed, the skeletal remains of a centuries-old shipwreck—but the commercial facelift allows it to truly shine. Now the island has both a dour realism and a gorgeous, painterly touch, and each little detail—every tuft of vegetation, every strange outcropping of rock, every splatter of luminescent paint on a cave wall—has been lovingly crafted with an astonishing eye for accuracy and artistry. The end result is remarkable, making the simple act of walking around and looking at everything a joy—which is good, because that’s pretty much all you can do.

Not much has changed in terms of sound this time around, though to be fair, not much needed to be. Ambient effects are comprised mostly of howling wind, sloshing waves, and crumbling rock, which more than suffice to immerse you deeper in this desolate world. It sounds exactly like a mysterious, abandoned island should. The narrator, however, played by voice actor Nigel Carrington, steals the show by tackling the readings in all of its scattershot surrealism. Whether calmly retelling a historical anecdote or ranting through a painkiller- and grief-induced fever, the narration feels emotionally raw and convincing. Dear Esther’s score is all the more powerful because it is sparsely used. Most of the time the only audio is the natural soundscape of the island, but composer Jessica Curry has created an austere, pensive mood with minimalist arrangements of piano, strings, and a few foreboding synths. The timing of the music is impeccable, bringing a heightened sadness to some scenes and urgency to others, especially as you near the climax.

Normally this would be the point where I talk about such things as puzzles and interface, but there aren’t any puzzles and there is no interface to speak of. Everything is stripped down to the bare essentials, and the only goal is ever finding the next path to take. Some areas give you a fair amount of freedom to explore rather than railroading you towards the next destination, though in the end there is only one path in and out of an area. You would do well not to hurry but to take your time exploring (not that you can rush, since you can only move at a leisurely walk). Controls are limited to typical WASD first-person movement with no jumping, crouching, or even a ‘use’ button. There are no items to collect, no slider puzzles or logical headgames. The only puzzle plays out in your mind as you attempt to piece together scraps of narration and imagery: Who is Esther? What does the explorer’s journal describe? What is this sickness the narrator speaks of? And so on. By the end of your first playthrough you’ll likely have more questions than answers, but as multiple playthroughs are rewarded with different narrations, give the game a second or third go-around and you’ll have a pretty good handle on things. Yet be warned: this is a surrealist game, so some of the answers are deliberately vague.

In addition to being an intellectual joy, Dear Esther strikes some remarkable emotional notes. Between the gorgeous graphics, virtuosic writing, emotive narration, and poignant score, I’m not ashamed to admit to having choked up on at least one occasion. This is a profoundly sad game closer to a T.S. Eliot poem than our beloved adventure classics, yet it leverages the interactivity of the medium (however minimally employed here) to achieve an effect that only a game can have on a player. The ten dollar price tag may seem high considering your first stroll through the game is only about an hour long, but for those willing to plunk down, Dear Esther is a wholly unique and remarkable work of art that will capture your mind and your heart.





Related Games

Dear Esther

Platform(s): PC

An unconventional interactive ghost story focusing on exploration rather than traditional gameplay.


About the Author
CitizenArcane's avatar
Nathaniel Berens
Staff Writer

Comments

Fien Fien
Mar 9, 2012

Agree one hundred percent with the review. I’d read a couple of negative comments but I bought Dear Esther out of curiosity because it was supposed to be different. I was blown away by it. Played it three times. Best 10 dollars I spent on a game in a long time.

frin
Mar 10, 2012

I was really excited about this game, but upon completing, it was the biggest let down ever. You can’t explore island freely, you can only go one way (made sure by jumping down the ledges to which you cannot climb back), you can’t even see some of the landmarks in greater detail (like shipwrecks) since they have no interior.

Story did not convince me.

Of course it is beautiful, but once you start seeing the details, you see that flowers aren’t really 3D, but simple 2D planes which rotate with you, makes it a bad experience. There could be a setting to force it loading real 3D objects if you think your hardware supports it. Even though some will say it’s a remake of a mod, I expected way more from a standalone game.

I actually also got stuck on the rocks completely on the beginning and had to start new game (there was no way of suiciding). When you try to reach distant locations across water, you always drown.

All in all, I would give it as high as 2/10 because of the good natural atmosphere.

jimrh69 jimrh69
Mar 10, 2012

This interactive story just blew me away. One of the best purchases I’ve ever made.

Irongiant909
Mar 10, 2012

A good review - I loved Dear Esther, undoubtedly my favourite game experience since I started playing games over 20 years ago. Such a wonderfully atmospheric and emotional experience. I can’t praise it highly enough.

A couple of things that were missing from the review:

a) Dear Esther is only available to purchase and download from Steam

b) Gameplay length on the first walkthrough can take as little as an hour, but most people seem to do it in about 1.5 hours. Also, the game has tremendous replay value as every time you play it some of the narrative is replaced, as well as some of the objects that you find - each playthrough increases your understanding of the narrative and fires the imagination.

Shoal Shoal
Mar 10, 2012

I’ve not played it—and I think it looks and sounds great and I wish there was more stuff like this—but I wouldn’t call it a game if there’s no challenge, if there’s nothing to defeat or otherwise overcome. If there’s no test of skill, strength or luck it’s a not a game. A story or piece of art is something you experience, a game is something you win or lose.

Fien Fien
Mar 10, 2012

@Shoal. AdventureGamers doesn’t consider Dear Esther an adventure game, or they would have called the article a review instead of “feature”. No stars, no rating.

aimless
Mar 10, 2012

So now you’re reviewing emotional, artistic experiences?  There’s no way this can be called a game, not by the wildest stretch of the imagination.

headbanger
Mar 11, 2012

There’s never a MAC version for all this indie cool games… FML!

stepurhan stepurhan
Mar 11, 2012

@Shoal and aimless. As has already been pointed out by Fien, this is not a review.

Adventure Gamers editorial policy (see the link at the bottom of the page) includes covering things that are of interest to the adventure gaming community. Judging by the activity on the forums about Dear Esther, this very much fits that criteria. However, also in accordance with the editorial policy, this is a feature albeit one written in a style similar to that of a review. No pros/cons, no score and no entry in the review listings though.

Shoal Shoal
Mar 11, 2012

Oh, please believe me, I wasn’t confronting AG for posting this piece! Frown I was just putting in my 2 cents as to what I believed was a game and what wasn’t. Wow guys, I didn’t mean to sound like I was complaining, that wasn’t the purpose at all…

aimless
Mar 12, 2012

I hate to point this out, stepurhan, but Fien definitely calls it a review. So does Irongiant909, for that matter. Saying it’s not one because you don’t have pros/cons or a score and put ‘feature’ beside the title doesn’t change the fact that it is.

Nonetheless, since editorial policy allows its inclusion, I’ll be quiet now.

Jackal Jackal
Mar 12, 2012

Just for the sake of clarity, I’ll weigh in on this. These sorts of features are indeed reviews for all intents and purposes. But they don’t go into our review database (so no one confuses them for actual adventure games by mistake), and the refusal to grade them is really a key distinction. It just isn’t fair if we can’t apply the same general standards to all reviews. A game like Dear Esther either bombs in the “gameplay” department and is seriously downgraded, or gets a free pass for not including something that legit adventures are expected to have and do well. So these sorts of games are covered as “features” to be taken for what they are: ungraded reviews of non-adventure games of interest.

ncf1
Mar 12, 2012

I liked that it was bold enough to be different; my favourite adventure of all-time is The Dark Eye, a game packed with atmosphere you just cannot get elsewhere and Dear Esther has it’s own sort of vibe and I love experiencing anything that’s ‘original feeling’ in the genre having played since the late ‘70s. That said, for me it doesn’t have a high replayability value and I felt the voice talent used wasn’t quite as well selected as it could have been, but all said and done it definitely hits an emotional chord and achieves something not too many games do in that sense.

MoonBird MoonBird
Mar 12, 2012

I really don’t have a clue as to why… but I read the name of this game a dozen times as “Dead Esther” ...

small dickie small dickie
Mar 13, 2012

Great review, i appreciate this kind of articles. In the past there were other special games who had their own review but wtihout a score just like like “Dear Esther”. Is there a way i can find all of these games? I believe this website should have a tiny space where all these special games would be mentioned. I think that would be useful. Otherwise these article just disappear.

Jackal Jackal
Mar 13, 2012

All such features can be found in our Articles section, though there’s currently no way to easy sort through them (and there may be in future). Of course, if you know the name of a game, you can always just do a Site Search for it.

Irongiant909
Mar 13, 2012

headbanger - a Mac version is in development, and a Linux version is also planned this year.



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