Dear Esther Quick Review

I partially agree with the idea that Gone Home is more of a game about history while Dear Esther is more relevant to literature given its obscure language with a fairly religious tone. Yet the two are the quite alike when it comes  to their skillfulness in drawing players into the context. When thinking about the two games, I barely scrutinize the information they give us, rather focus on how I feel about the game. Gone Home arouses my curiosity towards a certain culture and life while Dear Esther offers a sense of despair. Therefore, we can say that Gone Home and Dear Esther are different in the type of context they have designed but they’re quite similar to each other as games.

Gone Home—Telling story in a unique way

Weird music, along with intermittent bursts of thunder, Gone Home made my flesh creep when I first entered the game. As I cautiously opened all the wooden doors, fearing that dreadful creatures might suddenly appear, what jumped into my views were in fact letters, newspapers, piles of books, and bottles, pill cases, etc. Crumpled paper randomly thrown beside the wastebasket, video tapes labeled by names of films(?), lying there were just things so normally seen in everyday life.

Yet as I explored further, I realized that those I regarded as “normal things” were not normal at all. The letters, books, and small pieces of messages, were snippets of information which indirectly guided me towards the truth. By picking up randomly thrown paper, ejecting tapes of loud musics, little by little the figures of missing characters had been vividly completed. The books never sold, the message taped on the back of the book, the letters congratulating promotion, creepy drawings pasted on walls, and puerile handwriting on torn pages, together depicted the whole picture of the gone characters. They never showed up, but we peeped through the stories of their lives by observing what they left.

Gone Home—Telling story in a unique way

I guess this is what is unique about Gone Home: the way the game illustrates a rich story by providing scattered information, allowing us to piece together the plot, and at the same time fully immerse ourselves in the context.

As Sam’s voice, filled with sincere emotions, revealed her best wishes to Kate, I had to say this wasn’t a scary game at all. Contrary to the spine-chilling music and sound effect, Gone Home is a rather moving and warm story, but it wouldn’t be that moving if it wasn’t me who discovered it piece by piece.

 

PS: As someone who has been barely exposed to American culture, it was great fun discovering an American house in the 1990s. I feel like I know more about the culture after I played through the game.

Gone Home—Telling story in a unique way

My badge

Here’s the link I used to create my avatar: charat.me

This is a girl in the typical Asian clothing named “Mikofuku” (a type of dress ancient Japanese druidesses wear). It indicates my cultural identity as Asian, and also expresses my passion towards Japanese ACG (Animation, Comics, &Games). I’ve seen wise men using games as a medium to promote culture, and appreciating that, I look forward to conveying the beauty of my homeland to my classmates, as well as embracing their culture through interaction.

Also, the typical features of the girl suggest the theme of this class. I tried to make it look more like characters in gal games. The fire surrounding her might be her unique skill.

I hope that everyone could like this avatar: )! Personally, I think it’s quite cute!

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