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Old 01-23-2012, 08:36 PM   #37
Monolith
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Let me be honest, it didn't start out with the argument that it doesn't have interaction, it started with someone being disappointed with the lack of interactivity. Then an argument began (not of my choice) by Shuyin asking why a non-interactive game is so brilliant.

We weren't arguing semantics when clearly someone argues the game is non-interactive. If it wasn't for Shuyin we wouldn't be arguing.


Why is Dear Esther brilliant? It proves that graphics do mean a lot, and is the very thing that contributes to a story. With it, developers are able to perceive a certain atmosphere and setting in which the story/poem is set in.

Dear Esther's graphic is absolutely gorgeous, with VERY natural looking level design, props and lighting.

Besides the graphics, the way the poem unravels side by side with the environment creates a unique immersive experience for the audience. From details in the environment to the excellent voice acting.

Why is Dear Esther brilliant? What makes a game brilliant? What makes an art piece brilliant?

Questioning someone's opinion on why they think something is brilliant is a sure set way of starting a flame war or trolling. And I get the infraction for stating what this guy is.

People complain about it not having much of what they want, but what are they expecting from a game that is telling you what it offers. No puzzles? It never claimed to have puzzles so you can't be disappointed. Thats another thing I find irritating. A game that is a remake of a mod which everyone knows all about and people are disappointed? Disappointment is for something that doesn't offer what people expect.

We already have a mod....what more were people going to expect? To me, I was expecting nothing more than a well deserved well polished remake of the original.

As I quote from a troll on kotaku 'Dude, the remake should of had more guns!'.
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