Jess Plays Dear Esther (image heavy)
Dear Esther is an experimental first person adventure
game developed by thechineseroom &
Robert Briscoe released in 2012
(although originally it was released in 2008 as a free mod for the source
engine).
The reason I bought this to play and study for our
project is because the game is entirely based upon exploration; there is no
combat, fighting, puzzles, NPC’s…there isn’t much of anything really. Many
critics and reviewers slated Dear Esther for not really being a game at
all. Our game is going to be incredibly
exploration based and I thought it would be good to research a game which is
purely exploration (as well as being first person).
I completed Dear Esther in roughly 90 minutes so in that
respect I wasn’t so impressed, I paid £6.99 for the game! But the more I
thought about it the more I realised it was an incredibly original experience
for me as well as having pretty graphics. I also got a lot of ideas with
regards to how our first person game could play out gameplay wise as well as
interesting techniques used for story telling. Dear Esther is constantly
narrating a story to the player and that is exactly what we want to do in our
game.
Environment
These will mainly benefit Olive in my team as she is in
charge of environments but I spoke to her after playing Dear Esther and told
her about how its environments change dramatically but still retain its
realistic style. You will see what I mean with these screen shots & notes.
- Areas force the
player to feel claustrophobic.
- There is use of
severely contrasting colours.
- The environments
change dramatically throughout the game.
- The island has a
strange eerie calm about it which is reflected through the environments; they
aren't obviously “scary” but you feel unsettled.
- Generally very empty areas of the world make you feel very alone.
Gameplay
Playing Dear Esther was a totally unique experience for
me, I've never played a game like it. I am not sure if I love it or if I played
it though for the good of my uni work and research but it was definitely
original to me. Playing through really sparked off my imagination with regards
on how to approach our game play mechanics. Here are my notes.
- You have a torch
but you don’t see it, nor do you see your hands/body.
- You don’t see
your body when you look down, you appear to have no feet, this annoys me :P
- The game is more like
an interactive story than a game, everything is narrated and told to you as you
explore the world further.
- Not very much
interaction with the world 9unfortunately) its more like an museum exhibition;
look but do not touch. I even saw a book on the floor which I thought was
important; it turned out to be a flat texture pasted onto the ground with no
real significance :(
- There are
multiple pathways for the player to choose to follow. It made me feel very
anxious in case I was missing something crucial down another path and I was
constantly looking back feeling anxious I was doing the wrong thing.
- There were pointless
dead ends which I encountered; that’s exploration for you though!
- I was dropped
into the game with no tutorials, nothing told me what to do nor did it teach me
how to use items. My torch was an instant application which turned on every
time I was in the dark. To figure out the buttons I had to manually go onto the
button configuration and learn them that way.
- Flashbacks are used
to tell the story of the game to you and sometimes you are even forced to re
play them there an then (the underwater highway/car crash).
- You will always come
across small areas which entice you to go over to them and these are usually
story related.
- There are often
notes, words and phrases dotted around the world which tell a story.
- The player is constantly left to fill in the blanks and the whole story isn't complete until the end of the game.
Atmosphere
The atmosphere in Dear Esther is magical. I went in not
really knowing anything about the game and I thought it was just going to be me
walking around this pretty island. Well, I was right, however the islands has
this weird way of appearing calm and incredibly eerie at the same time. From
what I was being told through the narration to the cold chilling ambient noises
the game made which were more prominent that my own footsteps; I was creeped
out to say the lest.
- Often there would
be some music crop up when I would approach a significant area of the world,
this music was lovely but also hollow, it made me feel more uncomfortable than anything and this was
because of the settings of the world.
- The man narrating the
story to me has a very calm natural voice and thus makes me feel very distilled
when listening to him, I am almost paranoid of him and it makes me feel
nervous. A very eerie calm voice is 1 thing but some of the things he would say
in this voice made me feel anxious.
- The emptiness of the
world and how alone I felt made the atmosphere of what would have been a
beautiful island something completely different. It felt dark even though it
was day time for a majority of the game, dark in tone, story and atmosphere. I
felt uncomfortable because I almost felt like I was being watched.
- There were areas where all I had was my torch and I would be inside ram shacked buildings which looked like they hadn't been touched in years, this was definitely unsettling for me. I didn’t know why I was there or if I was alone.
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