Ludography
72/100
Players182 ratings
72/100
Critics4 reviews
More scores
Metacritic37 critic reviews
75/100
Metacritic usersuser score
65/100
GameFAQsSimple
3.15/5
Player reviews
75% positive6,118 reviews
Steam Deck
Verified
Runs on
Windows, Mac

Where to get it

Dear Esther cover

2012 · Remake · The Chinese Room · Adventure · Indie

Dear Esther

PlayStation console exclusiveRemake

Two years in the making, the highly anticipated Indie remake of the cult mod Dear Esther arrives on PC. Dear Esther immerses you in a stunningly realised world, a remote and desolate island somewhere in the outer Hebrides. As you step forwards, a voice begins to read fragments of a letter: "Dear Esther..." - and so begins a journey through one of the most original first-person games of recent years. Abandoning traditional gameplay for a pure story-driven experience, Dear Esther fuses its beautiful environments with a breathtaking soundtrack to tell a powerful story of love, loss, guilt and redemption.

Released
14 February 2012
Platforms
LinuxPlayStation 4WindowsmacOS
Genres
AdventureIndieWalking simulator
Developers
The Chinese Room
Publishers
The Chinese Room
Modes
Single-player
Perspective
First person
Themes
FantasyDramaMystery
Engine
Source
Country
United Kingdom
Age ratings
PEGI 12
Languages
English
Time to beat
1.5hmain story1.5hwith extras3hcompletionist
Composers
Jessica Curry

About

Dear Esther is a 2012 adventure game developed and published by The Chinese Room. First released in 2008 as a free modification for the Source game engine, the game was entirely redeveloped for a commercial release in 2012. The commercial version was released for Microsoft Windows in February 2012 and OS X in May 2012; ports for PlayStation 4 and Xbox One were released by Curve Digital in September 2016.

Dear Esther is a narrative-focused game with almost no interactions between the player and the world, a design which was controversial on release but later proved influential. The player's only objective in the game is to explore an unnamed island in the Hebrides, Scotland, listening to a troubled man read a series of letters to his deceased wife. Details of her mysterious death are revealed as the player moves throughout the island.

›Story

“A deserted island…a lost man…memories of a fatal crash…a book written by a dying explorer.”

Dear Esther is a ghost story, told using first-person gaming technologies. Rather than traditional game-play the focus here is on exploration, uncovering the mystery of the island, of who you are and why you are here. Fragments of story are randomly uncovered when exploring the various locations of the island, making every each journey a unique experience.

Forget the normal rules of play; if nothing seems real here, it’s because it may just be all a delusion. What is the significance of the aerial -- What happened on the motorway -- is the island real or imagined -- who is Esther and why has she chosen to summon you here? The answers are out there, on the lost beach, the windswept cliffs and buried in the darkness of the tunnels beneath the island… Or then again, they may just not be, after all…

Players say

Media

The articlegameplay, story, development, reception

Gameplay

The gameplay in Dear Esther is minimal, with the only task being to explore an uninhabited Hebridean island, listening to an anonymous man read a series of letter fragments to his deceased wife, Esther. As the player reaches new locations on the island, the game plays a new letter fragment relating to that area. Different audio fragments are revealed in each playthrough of the game, presenting a slightly different narrative each time. Several other characters are referred to by the narrator: a man named Donnelly, who charted the island in the past; Paul, who is suggested to be the drunk driver in the accident in which Esther died; and a shepherd named Jakobson who lived on the island in the 18th century.

As the player explores the island, they find the derelict remains of buildings, a shipwreck, and a cave system whose walls are adorned with images resembling chemical diagrams, circuit diagrams, neurons and bacteria. At various points, a figure is seen walking away from the player in the distance, but disappears before they can be reached. As the game progresses, the identities of the characters become more blurred and the player is made to draw their own conclusions of the story.

Development

The original rendition of Dear Esther was one of several Source Engine mods developed by The Chinese Room while the studio was still a research project at the University of Portsmouth. The project was funded by a grant from the Arts and Humanities Research Council and led by Dan Pinchbeck, a professor and lecturer at the university. The story and script were composed by Pinchbeck, who cited the works of William S. Burroughs as influential in the writing: "... looking at the way William Burroughs worked structurally was a big influence, but also I was really interested in moving towards a quite image-heavy, symbolic, poetic use of language rather than the normal descriptive tone we find in games".

Independent games artist Robert Briscoe began work on completely redeveloping Dear Esther in 2009, with the full support of Pinchbeck. Briscoe and The Chinese Room worked in parallel on the game's remake, with much of the level design completed solely by Briscoe based on concept art done by Ben Andrews. In redesigning the island's landscape, Briscoe aimed to eliminate the confusion caused by the original game's layout, and to fill out the environment with "richer, visually interesting" features to improve on the barren landscape of the original mod. In March 2011, while the game was still in development, The Chinese Room lost the financial backing of the University it had relied on.

Reception

The original free release of Dear Esther was selected for the Animation Exhibition at the 2008 Prix Ars Electronica and made Mod DB's top 100 mods of 2008. In 2009, the game won the award for Best World/Story at the IndieCade Independent Game awards.

Reviewing the game for Honest Gamers in 2009, Lewis Denby praised the game's original tone, saying that the game "taps into an emotion that few games dare to approach: unhappiness" and stated that Curry's soundtrack created "an impressively ethereal atmosphere". Despite commendations for its premise and story, the original mod release received complaints of poor level design and numerous glitches or bugs in moving about the terrain.

Awards

Releases by platformdates and regions as published

PlatformReleasedRegions
Windows14 February 2012Worldwide
macOS15 May 2012Worldwide
Linux28 May 2013Worldwide

Editions and related releases

Part of
Dear Esther
Remastered as
Dear Esther: Landmark Edition
Built on it
Dear Esther: Landmark Edition

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Collections5 collections

Platform libraries

Years

Description adapted from its source, CC BY-SA 4.0.