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Obviously, the narration and images could be conveyed in either medium, but video games allow for pacing and discovery that would be impossible to reproduce elsewhere. The story in Dear Esther works well in video game form-possibly more than as a book or movie. You are intended to experience and internalize everything around you and form your own conclusions about what's happening. Revisiting areas can yield new narration dialog.ĭear Esther is more of an experience than a game. Am I dreaming? Why am I here? Am I the narrator? One of the tale's few certainties is the significance of the distant, blinking radio tower, which is rarely out of view. As you start constructing what's really going on, more questions are raised than can be answered. That, in turn, informs your own situation. While the setting is realistic, Dear Esther plays with light and color in a way that makes each section feel distinct and, at times, otherworldly.Įventually, you learn of the island's previous inhabitants and their toils.
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Dear Esther's visual update renders it almost unrecognizable from what it was four years ago. Together, they form a consistent tone as somber and beautiful as the island itself. The lyrical prose blends exposition with poetry, and the articulate delivery injects hints of frustration and melancholy. These snippets are automatically triggered as you progress, and their delivery is excellent. He recounts events from his life, both past and present, that lead up to his incarceration on the island.
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His voice-that of a seemingly middle-aged, well-spoken Englishman-is your only companion. Your journey begins on a shoreline, staring out into the endless sea. The singular goal is exploration, albeit along a linear path. It's devoid of enemies to test your reflexes, and the only puzzles are those built into the story. You're more of an observer than a participant in Dear Esther, walking and listening and doing little else.