Alright, my first game
review! I hope to do more of these in the future, as reviewing games is
ultimately where I want to be at in 10 years or so. Hopefully I don't do too
bad a job.
So Dear Esther was
originally a mod released in 2008 for Half-Life 2. It has recently been remade
into a proper game, and, as I understand it, something quite different from the
original mod. It's on Steam now, and it goes for $10 AUS. However, if you're
reading this around the time of my writing it, the Steam summer sales should be
starting any day now, so I'm sure you'll be able to grab it for $5, or maybe
even less.
In the beginning of the
game you find yourself standing on a pier on a small island. Without a boat
bobbing in the timid waves, you have no concrete way of knowing how you arrived
wherever here is. As you begin to walk forward, a narrator begins talking about
the island. You walk an almost exclusively linear path. There are occasional
branching paths, but they quickly come back together, which breaks any illusion
of choice these paths could have created. Literally all you do in this game is
walk, look and listen. Yet there's something so mystifying about this game that
I never felt like I wanted to do anything more.
I used to think that true immersion
could only be achieved through endless choice. It it for this reason, among
others, that the Elder Scrolls series is my favourite videogame series of all
time (I want to do a Skyrim review soon so I can talk some more about this). I
felt that I could only really believe I was in another world if I could do
every conceivable thing that should be done in said world. Dear Esther
completely proved me wrong. You cannot interact with a single object in the
entire game. You can only walk. You can't even jump! But it doesn't matter,
because there was never a moment (bar one tiny, tiny one) in the game where I
felt any desire to do anything else.
One of the main reasons why Dear Esther
is so gripping is due to the special relationship the player has with the main
character. Blank slates are nothing new in the gaming world. Theoretically,
they make it easier for the player to connect with the player character, but in
my experience, this technique has never worked. It doesn’t make sense that
Gordon Freeman never utters a word to any of his peers! Dear Esther finally
proves that blank slates are an effective tool for narrative in interactive
media. The game starts off with both the player and the player character in
exactly the same position. Neither know where or who they are, and neither
knows why they can hear a man reading out his personal letters to Esther,
whoever she may be. Being on such equal ground with the person whose shoes
you’re stepping into creates an immensely strong connection for the player to
hold onto as they traverse the island. It also adds to the surprisingly heavy
sense of immersion you feel while playing.
This immersion also causes you to react
differently to experiences you have during the game. In a film or book (or any
other storytelling medium), mysterious happenings usually trigger a sense of
interest or excitement. However, if something mysterious or strange happens in
real life, it is often more scary than anything else. This feeling that you
truly are this person on the island gives you a similar fearful reaction
in-game, which wouldn’t have been the case had this been, say, a short film.
This intensely emotional and personal connection you feel by being the main
character is the sole reason for Dear Esther being a game.
Outside of all the narrative techniques,
Dear Esther is still a stunningly presented game. The island is magnificently
designed, with flora decorating each hill far more thickly than in usual games.
As the game progresses, the locations become more and more breath-taking.
Unfortunately, when examined up-close, the crispness of the landscape is lost.
It almost seems as if textures decrease in resolution as you walk towards them.
They look so stunning from reasonably far away that it really is jarring when
you see them up-close. As well as this, a lot of the small flora like flowers,
grass and bushes are simply rotating sprites, something that really shouldn’t
exist in today’s games.
The music also does a splendid job, with
haunting violins brilliantly lending to the atmospheric solitude of the game’s
setting. Very occasionally, the music contextualizes itself with something else
in the game. Early on, you see a hut at the top of a hill, and the narrator
informs you about a farmer that used to live on the island. As he talks about
the farmer, the music uses the distorted sound of a cow’s moo for harmony.
The level design is also worth noting.
Something I have always found truly unbelievable is when a game seemingly
subliminally controls the player into viewing something in a particular way.
Dear Esther does this countless times, and with so much ease it’s almost
unsettling. I can’t count the amount of times I walked around a corner at just
the right angle to get the water on the horizon to line up perfectly with the
edge of the hill’s slope so that a particular shipwreck reflects the sunlight
along it’s hull (or something of the sort). There were a few moments where I
had to remind myself that there are no cinematographers in videogames, and that
I alone was (ostensibly) controlling the camera. The lighting was also
astoundingly vibrant at times (in one particular section especially).
This game really is worth your time and
money. It’ll take you about 1 hour to play through the whole thing, and I’m
sure you’ll be able to get it dirt cheap during some kind of Steam sale. The
cryptic mystery story unravels in such a beautiful way, and comes to such a
touching conclusion. It is one of the few stories that has been designed
specifically for a videogame, and that alone should be commended. It is the
most immersive game I have ever played in my life, yet is directs the entire
experience without you. It’s visually outstanding as well, with phenomenal
graphics (especially for the size of the team!), a great soundtrack, and brilliant
forced cinematography. It’s hard to really call it a game, as there are no
mechanics – or even interactions – to speak of, but don’t let that turn you off
what is the most emotionally effective interactive story I can think of. Worthy
of being mentioned alongside The Stanley Parable. Seriously.
Don't forget to catch me on my friend's podcast, of which I am a regular member, here!
Don't forget to catch me on my friend's podcast, of which I am a regular member, here!
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