Reflection on Dear Esther
I thought Gone Home was the most confusing game I had ever played, but I have changed my mind as I was exposed to this game, Dear Esther. Alike Gone Home, Dear Esther is a first person narrator interactive game; however, Dear Esther does not provide any background information regarding the narrator, so we do not know the time and space setting precisely. In Gone Home, at least in the beginning, it starts by briefly informing that the narrator has just come back from her Europe trip and now her mission is to look for Sam, while Dear Esther just starts with the narrator placed in the somewhere of the island without giving any background information.
The narrator in Gone Home is placed in confined space, the narrator’s house, while, in Dear Esther, the narrator is placed in open-spaced island. But when delving into the game, you might notice that the narrator of Gone Home has more freedom than that of Dear Esther. Even though the narrator from Gone Home could not do much as well, the narrator could at least pick up objects and take a close look at them; however, the narrator in Dear Esther could not do anything besides walking. If Dear Esther’s game producers want us to enjoy the graphics of the game, I think they have succeeded in a sense that the ability of the narrator is so limited there is nothing we could do with the narrator. The visualization is incredible. From the point of entering the cave, there wasn’t a single moment I was not satisfied with the visuals.
As I was playing Dear Esther, I start to raise doubts over the purpose of this game. I wish I had a clear visualization of the goal of this game, so that I could, at least, try to accomplish, besides of aimlessly walking around the island.