
The more recent friend passed away right before I played Dear Esther for the first time. I’ve been touched by suicide twice in my life, both victims succumbing to a fall. Game or none, Dear Esther was a beautiful and poignant experience the first time I played it. This has led many critics to question whether or not it can even be considered a “game.” Again, I’ll bow out of that particular discussion. Unlike Gone Home, there are no puzzles to solve, and one is unable to interact with anything in the environment. Like Gone Home, Dear Esther eschews typical gameplay mechanics and instead relies on the player to explore the environment at their own pace. Playing through Gone Home got me thinking about a game I first played last fall, The Chinese Room’s Dear Esther. But I’m not here to add yet another piece to the ever-growing list of fantastic criticism on that game.


I could stumble blind across these rocks, the edges of these precipices, without fear of missing my step and plummeting down to sea.īesides, I have always considered that if one is to fall, it is critical to keep one’s eyes firmly open.Īlways a day late and a dollar short, I finally played through The Fullbright Company’s Gone Home this weekend. Certainly, the landmarks are now so familiar to me that I have to remind myself to actually see the forms and shapes in front of me. I have lost track of how long I have been here, and how many visits I have made overall.
