![]() ![]() 1.1 was used to play Dear Esther.For me, Dear Esther set the standard for all other art games to aspire to - something that was emotionally chilling, and yet technically astounding. Dear Esther generates discussion and that’s not something every title can do.įor more information on Dear Esther, visit the official website.Ģ010 PC Rev. Hell it may not even be the right game for you now but it could be down the line. I feel like everyone must play it but it’s certainly not for everyone. Indie titles like Dear Esther are tough to recommend. I’m not going to change my FOV for every game to match Dear Esther’s now but for this title: it fits. There was a sense of vertigo and depth to the world that I hadn’t experienced before. I figured that since there wasn’t much else to the title, I’d let this awkward field of view slide and just roll with it. It turns out Dear Esther’s field of view should be kept as is because it helps with immersion. But before I committed the change, I picked up my iPad and plugged “Dear Esther field of view” into Google. The field of view is a bit wider than what I am comfortable with and my first instinct was to go into the menus and adjust it. I felt immersed already but a tiny detail pushed me in deep. It enabled me to experience it in front of my 55″ HDTV and the surround sound system. I was pleased to see that this title had controller support. What made Dear Esther such an eye pleaser was pure artistic talent. Dear Esther’s visual strength wasn’t derived from technical ingenuity though - in fact I think the dated nature of the Source engine hurt the experience in a few spots. They were both very pretty and showed off some of the best visuals the Source Engine had to offer. It was just me and the game.ĭear Esther reminded me of that Half-Life 2: Lost Coast “tech demo”. And at that price, the worries and fuss over length isn’t a factor. Ten dollars may have been a bit much but I spent less than $3 thanks to Valve’s Steam Summer sale. It took me just over an hour to finish it and that’s including the 10 minutes or so that I spent getting turned around. Any longer and I would have been a real knock against the game because that would have been over 15% of the game’s length. It did take about five to ten minutes of wandering around before I was hooked though. If there wasn’t so much to look at and experience (both aurally and visually), I would gripe about the lack of “things to do” but the environments were so well crafted and filled with so much detail, the sense of wonder didn’t escape me until the end. I could walk towards things that interest me and zoom into them for a closer inspection. It’s easy to see how I could just be an observer because that’s all I could do in this “game”: observe. ![]() “Who am I? Am I real or am I just observing?” With that mystery solved, more questions emerged. It didn’t take long for the narrator to reveal her identity and her relationship through the letters that he wrote to her. The first question that immediately popped into my head when I first heard of the title was, of course,”Who’s Esther?”. If I had to experience Dear Esther under those conditions, I probably wouldn’t have enjoyed it as much as I did but it is one of those titles that provokes analysis and discussion. ![]() Play it, think about it and write an essay answering some questions. In an alternate dimension, thechineseroom’s Dear Esther could have been given out as an English assignment. ![]()
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