Introduction
Mikey generously gave me a Steam key for Dear Esther, which I’ve wanted to play since the stand-alone release by The Chinese Room was mentioned on The Witness’s news page. I never played Dan Pinchbeck’s original mod nor read any reviews of it, so all I knew going in was that it was: a. on an island; b. with flowers. I’m going to write a short analysis of the game as I experienced it, and will cover the story, the island, and the themes I noticed in the chapters.
I thought the game was effective, that it it generated enough emotional load for the climax to work, and it was short and understandable & not so simple that the player could grasp its idea in its totality and ruin the magic. I do kind of wish I had played the game I imagined it to be: a blue-skies island-walking flower-admiring simulation.
What is the name for when you have a limited understanding of a game and try to imagine what it is like?
Story
The plot is revealed as narrated quotes, which play as you travel around the island. They tell a story of Esther and the narrator being in a car crash on the M5 between Exeter and Bristol near the Sandford exit. The other vehicle was driven by Paul, a chemist traveling from Exeter to Wolverhampton. The narrator is grief-stricken. He imagines visiting an island in the outer Hebrides, based on the descriptions of a book authored by Donnelly (who visited the island in the 1800s). You walk the island as he tries to resolve his grief.
My interpretation is based on the quotes I encountered; the game has 4 possible quotes to choose from whenever you hear one, making it impossible to experience a ‘canonical’ storyline. Each playthrough will encounter a different sequence of quotes, perhaps guiding the player to a slightly (or wildly) different interpretation of the plot. You can read the complete set of all quotes on the creator’s website (including occasional translation notes).
In my playthrough, the plot was contradictory, inconsistent, and confused. The narrator regularly mixed together past and future events, and at various times spoke as if they were Esther’s partner, the author Donnelly, Jakobson (a shepherd who was the original inhabitant of the island), or Paul. I saw a few references to Donnelly’s syphilis-induced madness, leading me to think the narrator’s mental state might have been be impaired from the accident, or had some impairment which caused the accident.
The story has been designed to be hard to analyse, so I won’t try it. I would like to recognise the extremely effective language of some of the quotes; the opening quote included precipice, plummet, fall and played as I first saw the tower, priming me for the finale of the game & setting my expectation that I would climb the beacon tower and jump from it.
The island
aka gameplay
The island looks good and is well laid out; Pinchbeck previously was an environmental artist on Mirror’s Edge. It looks like what I remember of Scotland, except not quite windy enough.
There are repeated tricks which work well:
- The path will lead the player to a cul-de-sac to see some visual effect or hear a plot snippet. When the player is finished examining the dead-end and turns about, they can plainly see the path continuing onwards. These also occasionally function as in-game representations of ‘turning points’ of the narrator mental state, and the story.
- Narrow spaces will alternate with wide spaces, which enhances the open- or closeness of the environment (like the soft-loud of a Pixies song)
- Following the path in the standard fashion (walking forward, eye front) will clearly show the player their next immediate destination (or the beacon; here, it’s the glowing red light)
- Prevent the player from accidentally backtracking with one-way drops.
Chapters
The game is divided into four parts, which roughly are: introduction, development, climax, anticlimax. There are some themes which I noticed in the chapters, which I will write about briefly in the next few posts.
Theme
The narrator is consumed with sorrow and guilt at what happened to Esther, and the game expresses this with symbols from & direct references to Christian traditions. I’m not very versed in the different sects, but I feel, by the absence of the stereotypical Catholic symbols, that the narrator’s penitence is driven by Anglican influences.