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Dear Esther: Landmark Edition (2016, Playstation 4) Review


THIS MAN IS AN ISLAND


Also for: iPad, iPhone, Macintosh, Windows, Xbox One


As strange as it may sound, a strictly linear story exploration game like Dear Esther benefits greatly from multiple playthroughs. I've played through it thrice for this review. The first playthrough felt like preparation. It built the framework and prepared me for the subject matter and themes - it was the theory lesson before the first practice run, if you will, and it steered my mind into a certain emotional direction.

And then, with the framework, themes and my own theories in place, the second playthrough allowed me to add some meaning to the experience. The interaction is extremely simple. You walk around a small, rocky island, following its different, occasionally branching pathways towards a radio tower in the distance. On the way you try to unlock as many pieces of narration you can find.


You come across and search a few bothys, visit some other landmarks, walk through a set of caverns and tunnels, and end up on a candlelit beach. The voiceover narration doesn't make a lot of sense - you'll have a hard time cracking that superficial code to get to the meaning behind them. However, adding what is seen, heard and felt on the island will help you draw your own conclusions.

For my third playthrough I activated the developer's commentary. It helped me confirm some of my theories, but also added some more, including a lot of nuances and visuals that I missed. Afterwards, I felt better prepared get to the meat of the story. In a narrative so scattershot, it seems like every word of every story snippet is an invaluable piece of the puzzle.

The convincing voiceovers convey deep regret, sorrow and torment. The visual language, especially the blue-painted chemical formulas and electronic schematics on the walls, point towards an almost delusional mind dealing with a devastating loss. It radiates that heartbreaking aura of a narrator desperate to reach out to a person who's no longer around.


In Dear Esther, like both of the creator's (The Chinese Room) other games I've played (Everybody's Gone to the Rapture and Amnesia: A Machine for Pigs), the writing's so confusing and pretentious that it's hard to comprehend. But the game is so short, and the playing area so small, that it encourages you to try and try again. Going from start to finish only takes 1-2 hours.

Taking place on a Hebridean island (Scotland), the narrative revolves around a few island residents in different stages of needing rescue. They seem, however, unwilling to accept it. The audio design, particularly the music playing against the crashing waves, establish a somber, depressive mood. As you explore, you quickly realize that the island is completely deserted. Although a naturally beautiful setting, the marks left behind by the inhabitants are all decaying. No one has tended to the buildings, gardens or pathways for decades. No one has reported the shipwrecks to the authorities, and they've been left to rust. The shipping containers and their content are left to clutter the beaches and gullies.


John Donne once wrote a poem that claims "No man is an island", but Dear Esther hints at the opposite. At a moment of deep drug-induced confusion, the game explicitly suggests that the island itself might metaphorically represent a certain person. He's lying in a hospital bed, possibly being treated for kidney stones, but also craving forgiveness for a traumatic event he feels responsible for. And if the island really is this person, its inhabitants might represent different aspects of that person at different times and mental states in his life. The last two chapters strongly suggest that the journey takes place in a dream.

Nevertheless, I believe a stark, emotional, unforgettable story lurks deep beneath the surface. It is a story that could deeply affect anyone who's capable of dropping their preconceptions of the "walking sim"-genre - players willing to lower their guard and open up to wider expectations and discomfort. Players prepared to meet the story more than halfway. Rid of such shackles, they could ride the emotional undercurrents of this story, and I think the strong ending could hit them exceptionally hard.


The problem is that Dear Esther expects a lot of heavy-lifting from the player - probably much more than it should ask for. There's no "game" in here whatsoever. It doesn't test and cross-examine your theories. Your conclusions are never confirmed nor denied. After the ending, you'll be left guessing, and online communities containing others' analyses are your only crutch. Perhaps your take is unique - after all, certain elements like item placement and voiceovers allegedly change between playthroughs. For instance, the very first voiceover is different with every fresh start. Just try it yourself.

It's a hard bargain. Such a vague experience isn't something everyone, capable or not, is prepared to invest time and effort into. Especially not if they're unconvinced whether that investment will be worth it. Maybe they'll get nothing out of it. Most people aren't blessed with infinite spare time - nor the mental energy, for that matter - between work hours and daily chores.


First and foremost, Dear Esther is an emotional experience, and that's what you should expect. If you're aspiring storyteller, Dear Esther could also be an inspiring excercise in crafting a mysterious and atmospheric narrative out of story fragments. Feeling like you successfully puzzled the story together might help you understand the structure behind the craftmanship. If so, why don't you share one with the world?

If Dear Esther fails to accomplish either, you're outta luck, because then there's absolutely nothing here for you, save from some pretty imagery - the bioluminescent caves in the third chapter are out of this world - and atmospheric melodies on the soundtrack. Simply put, if you've already decided story exploration is not for you, this is not the game to change your mind. But if you're still on the fence I'd say give it a try. It doesn't take a lot of time to see it through, and if you have a hard time leaving that narration behind afterwards, maybe you have stumbled upon something you didn't know you needed in your life.


As for me, I never got fully on-board the emotional journey, but neither was I bored. Like music, Dear Esther is primarily a source of emotion, where the words can add meaning once you've established the right mood. The perceived lack of gameplay is there deliberately to help with that. For me it didn't quite work, but who am I to determine it's not gonna work for anyone?

And just as I'm concluding this review, I insert the final screenshot above and notice the deadly tired, sad-eyed cave exit. Dear Esther is obviously one of those games that can take longer to analyze and write about than to actually play. I'll settle with a slightly above average rating, which must be the most backhanded compliment or careful insult you can give to such a narratively ambitious project. It was the original "walking sim". I like it less than I'd like to, but more than most of the games it inspired.

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