It's funny how almost every review (or the reader comments below) have some very similar discussion about is it a game or not as we had in this thread.
The question that I personally find much more interesting is, if DE should/could have been more interactive (gameplay based) or shouldn't/couldn't? |
What's funny is IGN's professional opinion about Dear Esther:
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lol fps !
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Well, I just finished it, and I must say, that's a beautifully illustrated piece of fiction. A journey, really.
At first I felt disconnected from the world, which in the beginning feels like a better HL2-level. The caves, however... those a worth paying ten bucks for. If they made it interactive, it would have been something different entirely. As of now, it's a static world, which fits the mood of the story of Dear Esther. I somehow feel that adding puzzles would have.. cheapened the experience. But maybe I'm wrong, and instead I would have identified with the protagonist more if there were something else to do than just walk around. |
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I don't know. Depending on the implementation it might have been a cool thing, but I feel like Dear Esther as it is now serves its purpose of getting the story and the atmosphere across just fine. EDIT: Alec from RPS said what I would have said if I were any good at expressing myself. |
While this pseudo intellectual piece of software getting higher ratings than MYST V on gaming sites,succeeding to seize idiocracy among the gamers.
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So you played it, Gabe?
Personally I became too critical of Steam recently to be ready to toss out so much money for just a service. I liked the mod, like I mentioned before, but not without reservations. |
What a lovely experience this was - and no, it's not a game. It's an atmospheric pool that you slowly sink into and let your emotions come to the fore.
Easily worth the asking price - you can spend $10 on a 1.5 hour film that you'll probably forget within a few days, or you can immerse yourself in this 'game' for about 1.5 hours and experience something quite different and long lasting ...... |
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A commenter on RPS described it as a digital installation art. Me? I'm content with game, to be honest. |
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Spoiler: Great experience - beautiful, creepy, haunting and also uplifting. |
I for one am thrilled to see Dear Esther be a success. I don't care about semantical arguments over what is and is not a game. For me, it's either an exploration game or a game-like story experience, putting it into a box is irrelevant.
I think it bodes well for adventure gaming in general. This, plus the Double Fine thing recently, gives me hope. |
It seems that the devs didn't expect the amount of interest that Dear Esther has garnered - as of a few minutes ago, if you navigate to the home page:
http://dear-esther.com/ you get a 'Bandwidth Limit Exceeded' error! Oops. Edit: Back up again. :) |
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So no, it's not a game that you can attach a clear value to (or clear meaning). For everyone the experience is very personal and unique rather than based on some canons of beauty. It depends also on the amounts of skepticism and the trust in the designer you have. The single constant for every player is perhaps that the setting and music were chosen to trigger the feeling of melancholy rather than euphoria. Quote:
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Just finished this and need to tell others about it. If you are an adventure game fan with a willingness to take part in something a bit high-concept, do yourself a favor and pay $10 for this 1.5 hour experience. Yeah, it's not a "game" per se in that there aren't puzzles, there is no skill needed, and there are no trappings like a jump button or UI. What there is is a beautiful environment to explore while you piece together events being described by poetic narration. You see evidence of the story and what happened along your journey, but this isn't a straightforward tale.
Then again, since when wasn't exploration a gameplay element that stands as its own reward? Isn't that a core part of the adventure gaming experience? Yeah, you aren't picking up things and placing them into inventory, but if you remove the trappings of a typical Myst-like adventure game, including the puzzles, you will find something similar to this. If you can't handle an experience that's worthy on its own terms, and need inventory, puzzles, and/or more concrete gameplay elements, this isn't for you. I know, however, that many adventure gamers will love this experience. Highly recommended. |
I think the important thing that comes out of Dear Esther is the recognition that, in a game, we actually construct our own world. The narrative experience that come out of a game doesn't need to come from cinematic cutsenes, plot twists or extended dialogues, because we put together all of the information we are receiving and this includes the scenery, the atmosphere, symbolism and patterns in the environment, as well as verbal and written narrative. The game-world does not consist of what the 3D designers have programmed into the game - the player is not separate from the game-world but very much part of it. When you analyse the game you can easily say "well, so what? it's just a bunch of seaside scenes and cave with a few monologues placed over the top". The experience betrays much more. In this way it follows the tradition of games like The Path, and I hope this tradition continues to develop.
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Similarly, I'd say TRAUMA is a very emotional, worthwhile and moody adventure/story of a person's recovery and much better thought out than any of the mention above. But it's still too limited in the player participation it offers to fully satisfy the medium's potential. Overall, The Dark Eye and Bad Day of the Midway in the 90s have so far reached the top of what puzzle-free interactive experiences have achieved in terms of player involvement in a narrative. And yet those 2 are also still pretty simple - the concepts their authors have come up with could have been pushed much further by now. So in general, while games are progressing rapidly in the art of 3D location building, we're regressing terribly in terms of designing the player's experiences within those. In DE seems like 3D has become an excuse to not put any interaction at all even. |
I've now played Dear Esther twice, and on the second play things 'come together' some more. You take more notice of the words written on the walls in luminous paint (words from the Bible), the symbols (electronic and chemical), the sounds, the music, the titles of the books that you find ......... and the assorted creepy figures that usually scuttle out of view once they know you are looking at them.
This island is most definitely haunted, and knowing that there are ghosts out there makes it even more of a creepy experience. It's all rather mysterious, and I love that. :) Those who judge it negatively on one walk-through really need to try it again. :) |
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Spoiler:It's worth it though - in fact, you appreciate and understand it more on subsequent playthroughs. |
Also little things change through Subsequent Playthroughs.
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Spoiler: Also Spoiler: I wouldn't have any problem with someone saying this isn't a game, but there's a lot more replay (re-experience?) value than I thought there would be after finishing it the first time. Doing certain chapters over just to see what I missed or what's different is well worth your time. |
Spoiler: Peb - agreed, excellent replay value. Each playthrough increases your understanding. |
How many different scenes are there i wonder anyone finished more than 3 times?
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In case anyone missed it, Adventuregamers.com now has a feature on Dear Esther:
http://www.adventuregamers.com/displ...__PATH=id,1425 |
Downloaded yesterday from steam,played for an hour last night.
This game (if indeed it is a game) is like a book or a piece of music it has the presence to take you away..... |
Nice description there. :)
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I hope I can get this for cheap sometime in the near future. Any chance of showing up in a future indie bundle?
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Thank you :) |
This is the "game" equivalent of a pretentious art film. Suggestive, yes, but no real weight to back it up.
As others have suggested, it's not a game at all, which in itself is not a problem for me, I have, in the past, enjoyed games which were very light in actual game play, but this is not only NOT a game, but boring too! If all you going to have me do is walk around, please make sure there's something there to engage me, yeah it has pretty good ambiance, but after half an hour it wears really thin when that's all you have. |
L'année dernière Ã* marienbad, anyone?
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i want to check it out.
but i wonder is it a GPU intensive game? but will i get a decent performance out of it on a mid to low level GPU (9800gt green edition to be precise) |
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Specially because there's not much of anything happening at all |
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Well, I just finished it. I have to say I'm a bit underwhelmed. While I admired the prose I didn't find it particularly deep but it was mysterious enough. At one point early on I guessed the ending and feel that more could have been made of it. It did drive me along, however and I finished it in about an hour and a half. I kept searching in an area where I thought there must be another path too long because I was loth to double back.
I do like the fact that it is an interesting change from the usual and would like to see more "games" of this type. |
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