Dear Esther is a terrible video game.
Which would be a problem if Dear Esther was a video game.
What began in 2008 as a mod for Half-Life 2 has, after years of picking up first buzz and then critical acclaim, transformed in 2012 into a full-blown commercial release, with all the updated visuals and polish to go along with it.
Dear Esther drops you on an island in the Hebrides, off the coast of Scotland. Once there, you walk around. Very slowly. Every once in a while, as you make your way around the island exploring its paths and hillsides and trails, youāll be interrupted by a narrator providing you with increasingly fragmented and confusing accounts of yourself, your wife and thenā¦other stuff.
And thatās it.
WHAT I LIKED
Gorgeous. Iāve seen the ageing Source Engine do some neat tricks before, but I have never seen it look as good as it does in Dear Esther. For an island almost entirely devoid of life everything looks, well, alive, and the lighting effects used for the weather and inside caves is stunning.
A Novel Concept. Youāve probably never played anything like Dear Esther. The way it takes the medium of video games, rips everything out then takes the remaining husk on a walk for a bit of a chat was the reason people went mad for this as a mod, and nearly four years on itās still a refreshingly unique idea. Even if you hate the story, hate the setting and hate British motorways, you should still applaud a game that tries to do something truly unique.
WHY: Even if you donāt like the content, the structure and design on display here is still something you need to experience.
DEAR ESTHER
Developer: Dear Esther / The Chinese Room
Platforms: PC
Released: February 14
Type of game: First-Person Island-Wandering / Story-Listening.
What I played: Took around two hours to play through all chapters to completion.
My Two Favorite Things
This is a beautiful, if not video game, then thing
Itās a brave experiment, and the world always needs more brave experiments.
My Two Least-Favorite Things
Itās occasionally too self-indulgent at the expense of the āplayerā.
I just didnāt find the story and mystery on offer terribly interesting.
Made-to-Order Back-of-Box Quotes
āThe future of first-person shooters is first-person slow walkingā ā Luke Plunkett, Kotaku.com
āWho the fuck is Esther?ā ā Luke Plunkett, Kotaku.com
āThe most menacing aerial I have ever seen.ā ā Luke Plunkett, Kotaku.com
WHAT I DIDNāT LIKE
Wordy Wordsmith. Yeah, you can give indie games a little slack for being over-eager on the use of a thesaurus, but there are moments in Dear Esther where the narrator becomes almost comedic, so intent is he (well, the script) on searching for words longer than four syllables for what feels like the sake of it.
Walk Like a Man. Itās a definite design decision to not only skip the inclusion of a ārunā button, but to make your regular walking speed nice and slow. Youāre supposed to do this properly, walk each step as you would in real life, actually explore every inch of the island. Itās also because walking triggers randomised narration fragments, and skipping or running would spoil this. But a lot of the island is boring. And if you end up at a dead-end and are forced to backtrack, it can feel like water torture, drip by drip, step by step.
Not a Game. Hereās where Dear Esther will fall down for a lot of people. Thereās just nothing to do. You walk, and see things, and listen to the narrator, but you canāt interact with or pick up or affect anything. So all thatās keeping you moving is the story (which will not be for everyone, myself included) and some nice visual effects. If you donāt dig the story, thereās almost nothing left.
THE FINAL WORD
Dear Esther should be applauded for prioritising story over all else, and for taking bold design decisions that adhere to that vision. My problem is that its vision is perhaps too bold, and that by positioning itself as a video game itās actually doing itself a disservice.
The story here may have been better left at just that, a story, because having the player trudge through it one step at a time ā even if that was the idea, to better immerse them ā often feels like a forced march instead of a journey of discovery. Especially when thereās almost nothing to do while on that journey.
In other words, this is a book. An audio book, if you will, in which your mouse and keyboard are as āgameyā as your fingers are when turning the page of a novel.
So, yeah, I didnāt like this as a game. I didnāt really like it as a story, either. But you know what? Who cares. Thereās promise here in Dear Estherās structure, if not its execution.
Youāve likely never played anything like Dear Esther before, something which goes against almost everything you think you know about how a āgameā should be designed and played. So if youāre at all interested in seeing how games could be if they put the guns down and just started talking, you should at least check it out