New Dear Esther released

Basically just the graphics. There’s also remastered music and some new dialogue, but it doesn’t add much, save for one line, which [spoiler][color=black]implies that Donnelly was the one who was drunk, not Paul.

i’ve gotta play threw it again over the weekend. there were certain paths i didn’t go down so i’d like to see how it changes.

Saw this admin comment about the game on the wiki page of TheChineseRoom.
This page is one related to the new collaboration between the Amnesia and Dear Esther teams.

Socrates January 6, 2012 at 10:04 am
I noticed while I was exploring the island, I found a fissure, that reminded me of Myst and Riven, covered by metal grate. It didn’t trigger any speech or event, but I was hoping to know if there was more to it than it seemed. I would love to know.

admin January 19, 2012 at 7:05 pm
Can’t possibly let slip anything about that before the new release. But you should check it out when you go back to the island for sure.

^screenshot would help.
I played another round and, holy shit, the maps also have random detail props at some parts.

I would not classify Dear Esther as a game. It consists of holding the W button.
I didn’t even have the patience to listen to the long rants of the talking guy. I entered sv_cheats 1 and noclip in the console and just admired DE’s graphics.

You have no soul.

And no originality.

Basically that comment along with yours were totally useless.

I did have to pirate the game (I feel dirty) but it’s an amazing thing. I did not like the first one much because DAMN THE NARRATOR’S ACCENT GAH! But now, with nice subtitles and all, it’s a lot better. I kinda miss the possibility of using the console to walk permanently, and moving items around. But besides that, the narration gave me the chills, and the scary images that appear if you go underwater too long creeped the hell outta me :fffuuu:

Hey hey now, don’t be mean - I agree with him.

I will fully admit these people are excellent world-artists, and may even be very good poets and storytellers. These are all very noble accomplishments.

However, Dear Esther isn’t really a game. It’s about exploration, sure, but so are many movies. I just think it’s misleading to say it’s excellent game design, when they’ve just excelled at PART of what it takes to make a great game.

Let’s be blunt, some people are simply annoyed that they put a price tag on this Source Engine powered experience.

I remember when people hear were complaining about Heavy Rain when it came out and this thread kind of reminds me of that one.

Dear Esther uses the same resources as EP2? 2,4GHz core duo and 1 GB of RAM?

probably more.

Also

^This

Dear Esther runs on a licensed Portal 2 source engine.

It runs incredibly fast for the amount of detail it has and how big the maps are.

I’m at a loss as to why people think it’s an insightful or important distinction to classify this as “not game”. What practical difference does it make, really?

It’s also ridiculous that anyone is pretending that such a vague term as “game” has any kind of definite meaning. The most common ground you can find in any definition is that it isn’t “work” and that it involves “play” which is another very vague word that relies on an instinctual understanding of the concept.

any body else notice at parts you can see ghosts on certain parts of the island? loved seeing all that.
just when you get to the top of the hill where that farmers house is. you walk down to the cliff edge and theres the opening on the cliff face and you see a ghost stroll past with the latern.
theres a few others that i sore. but cbf going threw it all. just thought it was a nice addition over the naration.

also near the end when you walk up the path to the tower you can see a silhouette of someone at some point, when you get closer it disappears.

I’ve been on Facebook too much and wanted to like this. Couldn’t agree more and I’m surprised the argument has come up more than once.

I loved that about the game, I think I saw three or four in total. The maker has got a good eye for predicting and subtly controlling where the player’s view will be for a certain amount of time, and putting something small but noticeable in to further draw you into the atmosphere. It was brilliantly done.

Although ultimately I’m disappointed by the lack of exploration or interaction, I do think the care and craft that went into the product is apparent throughout and exceeds any other game I can think of. Even the dead ends were filled with carefully placed items that added clues to the plot.

I do wonder though, whether the lack of interaction was intentional, as though you’re not so much a person as a spirit of some sort wandering the island. The different narrative accounts (such as the letters to Esther and the dying explorer’s writings) as well as the open-ended climax support this, but the fact that you use a torch works against it. It did remind me of the Island in Lost however, due to the fact that dozens of people have been shipwrecked upon it, and the mystical nature of it.

https://www.youtube.com/watch?feature=player_embedded&v=1zbD2KTwAYA

There are 3 sightings of a ghost person. The original had 4.
Spoilers:
[COLOR=‘Black’]At the beginning of map 2 you can see her going the left pathway. You can’t see her though if you look directly at her. The second sighting is at the part where you walk up to the broken house of jacobson. It’s standing in front of the door. The third sigting is at the last map on the hill.

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