Dear Esther is
either genius or an utter failure. I can’t decide. Included with the eighth
Humble Bundle pack, it can barely be classified as a game because of its lack
of goal or real interactivity. You walk. That’s the gameplay. You walk around
an island while a disembodied voice reads letters that are never actually seen
except as subtitles. The weird thing is, even as you scoff at the game, you
keep walking. There is something compelling in the enigmatic way the game
composes itself and reveals the shockingly vague narrative. It’s a mystery, in
a way, but not in the classic whodunit sense. The mystery is what the hell this
game is about. It truly defies any kind of summary judgment, so the best I can
do is lay out the pieces for you to pick up.

I don’t
want to give too many of the hints about the story away because those hints are
the only reason to play the game; that is unless you like walking but hate
exercise. The most I can comfortably say about the story is that it involves
people and cars. I also interpreted the game as being about loss and dealing
with grief because of some of the content contained within the letter, but I’m
sure that’s one of a million interpretations. I myself had at least a hundred
of them. Between the cryptic letters and the strange electrical diagrams and
notes about Damascus of all things, I occasionally had the sneaking suspicion
that it wasn’t about anything. The conspiracy theorist in my mind wondered if
designers Dan Pinchbeck and Robert Briscoe were just throwing images on the
screen and hoping that they meant something like a bad film student. It’s all
very weird.
The thing
is, when the game climaxes in one of the weirdest endings I’ve ever
encountered, you get the feeling that you do
understand; that there is something there. Subconsciously, on some level, you
know what this game is about but you just can’t quite put your finger on it.
And that’s the genius of the game. It’s so hopelessly pretentious, but there is
something there on the tip of your tongue when it’s over. To use a slightly
altered cliché, it’s like not knowing why you’re walking into a room, and then
feel like you knew why when you were walking in and then forgot. To its credit,
it also engages with narrative in a wholly interactive way. While you can only
walk and turn your head (even the flashlight is automatic,) you are always
driving the story forward. Even though your actions are limited every one of
them drives the story forward, even if the story is driving through a swamp of
molasses. It’s truly maddening in the same way that Inception is maddening or any of the other great mind-benders. I’m
not saying that this game is as well-crafted as a Christopher Nolan film, but it
has those aspirations and comes surprisingly close. I urge you to play this
game if only to experience it. Is it good? No idea. I don’t really care,
honestly. What I do know is that it’s cheap and it will make you question many
things, including your own sanity. What more can you ask for from a piece of
art?
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