Dear Esther
Impressions and Thoughts
A game which helped define and continues to influence the modern genre of Walking Simulators.
I jumped into this game aware that it is often credited as being the spark that lit the ânewâ genre of walking simulators in modern gaming history. It helped shape, and, some would argue, cement the genre into the current gaming consciousness. I also jumped into this game having already played a number of these walking sims, a genre that I adore, and a genre that has given birth to some of my favourite games in recent memory.
I wouldnât say that taking a step back to play Dear Esther was a jarring one in comparison to more modern games like Gone Home and What Remains of Edith Finch, but it was certainly apparent how this genre has grown, and it was equally apparent to see this gameâs influence.
I will admit that I wasnât sold on the narrator. This is no knock against the writing or the voice acting - I found both to be accomplished and compelling - this is more a matter of personal taste. It felt, at first, like the game took place in a completely different era, one that I donât tend to enjoy. Iâd almost liken it to books like Pride and Prejudice, which I found to be a bore and a slog and So. Not. My. Thing.Â
Granted, I think this ambiguity of time and place was an intentional one - itâs actually quite interesting how the narrator dips and dives and makes connections between different people who werenât strictly connected to each other save for the mysterious force of the island. These characters lived in different times (dating back to the 1700â˛s), and the architecture and structure of the island denotes these different eras.Â
Despite my first misgivings, I will say that I found myself warming up to the narration as I continued to explore this coastal ghost town of an island. More-so, I was intrigued by the story, and intrigued by this seeming Self-Eulogy that the narrator was presenting.
What really captured me, however, was the environment. Iâm trying to think of walking simulators that donât employ the conceit of you are alone. To be honest, none come to mind. Everyoneâs Gone to the Rapture? Alone. The Vanishing of Ethan Carter? Alone. Gone Home? Alone. Firewatch? Basically alone. The same is employed here.Â
You find yourself exploring an island, once a homestead to a modest amount of people - shepherds, farmers, ecclesiasts, and perhaps something more. However, the island has long been abandoned, the remote and harsh nature of the climate being primarily responsible. Weâre left to explore the ruins, the graveyards, and the skeletal structures that hint to what once was.
There is something so effective about how this environment is presented. Itâs empty of people (and animals), to be sure, but it feels so definitively alive. Thereâs a deliberate sense of tension, of horror, even, thatâs built into the environment. So often, you see what looks like the silhouette of a stranger standing on the cliffs in the distance, only for it to disappear the moment you get close.
Beyond these more deliberate trappings, however, thereâs a sense of a presence, a force, an idea that you are treading on something that doesnât belong to you anymore (and that itâs probably best that you donât overstay your welcome). Itâs such an effective environment, done so subtly and aptly. Iâm truly impressed how the creators imbued such a strong feeling of life in something that is so lifeless at first glance.
Overall, I enjoyed my play through of Dear Esther. While the intrigue of the story, at times, left me feeling a bit confused or like I missed a key detail, it was still interesting and gave me the freedom to draw my own conclusions. The environment is incredibly well-realized, it has a distinct tone to it, and has the weight of history painted on its rocks and built on its shores. I could clearly see this gameâs influence on the genre and I think it still stands up today.















