![]() Rik: So, seeing as we have covered a lot of those types of games so far, I figured it might be good to go back to this one. Or was generally considered the first of its type in the modern era. I had heard of Dear Esther, but hadn’t realised it was older than GH. I had thought Gone Home was the first one of its type in the modern era. Rik: I talked previously about having the various ‘walking simulators’ mixed up in my head. Jo: I think we narrowed it down to three choices, and then we just plumped for Dear Esther… (actually, I think I plumped for it.) Rik: So, do we remember who picked this one, and why? Otherwise, as always, here’s our ***final spoiler warning*** for the discussion ahead. Hmm…what do you make of that, then? Well to find out, you could always play the game. However, as we shall see, many things in this game soon become a matter of interpretation. Each passage of audio begins with the game’s title, and it might at first be assumed that the narrator is reading letters that are addressed to his wife. Like many of these games, to say too much even at this stage risks potentially spoiling things, but Dear Esther is set on an island in the Hebrides, and the game involves exploring that island while listening to the words of an unnamed man, our narrator. It’s considered by many to be the original ‘walking simulator’ and as we’ve covered a few of those in this series, it seemed an obvious one to cover at some point. (We played the Landmark Edition, which moved everything to the Unity engine from Source, and comes with optional commentary from the developers). Today’s game is Dear Esther, which started life as a mod for Half-Life 2 in 2008, but was later completely redeveloped as a stand alone title and released commercially in 2012. Hopefully that admittedly quite clumsy title does at least tell you what’s involved, or enough for you to know that it’s best not to read ahead without playing the game under discussion first, unless you have absolutely no intention of ever doing so. It’s part of an ongoing series that we’ve chosen to unimaginatively, and belatedly, call: Discussion: (spoilers!) Today we have another discussion of a modern indie adventure game, with significant spoilers. Hello! We are back, just as Christmas this year is cancelled, for those of us in the UK.
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