Showing posts with label Jessica Curry. Show all posts
Showing posts with label Jessica Curry. Show all posts

Sunday, 17 May 2020

Dear Esther Landmark Edition - Review


Dear Esther was originally released back in 2008, it was a game that passed by me but had some curiosity about it. It was later re-released in 2012, with an upgrade to the visuals, and now with an added commentary mode while playing the game by the creators. After just finishing the Vanishing of Ethan Carter and having enjoyed the Chinese Room's Everybody's Gone to the Rapture I thought Dear Esther would a perfect next game.


I like Jacob's Cream Crackers - to be fair I like most crackers, add a little cheese, a little meat, maybe even some chives or salad. It's a great snack and goes perfectly with wine and some grapes. If you can envision all of this then image a cracker without cheese, or meat or anything, would it still be enjoyable or just really dry and relatively tasteless?  Playing Dear Esther I found myself asking was this a brave and bold endeavor to risk and try something different?  Did it hit the mark or was it just dry and underwhelming?

Story


The story has you follow a faceless, nameless man who is talking about his wife, Esther. It is clear within the opening few minutes that she has passed away. He wanders around a Hebridean island, that seems uninhabited but over the years has had some visitors. The story is all about Esther, the man's feelings towards her, what happened to her, and as a consequence what has happened to him. It could almost be interpreted as a love letter of sorts.


The English language is incredible, it helps us create sentences and stories by lining up words together, and the combinations of those words are almost infinite. There is a reason I specifically mentioned that is throughout the game, the words and sentences used are never simple.  Each piece of dialogue sounds overly poetic to the point where it feels that is more important than telling the actual story. Flowery language, Nolls describes it as when she reads it in novels.


Overall the game is design to be interruptive, which can be a good thing or simply away to avoid good storytelling. If you play the game multiple times more story is told. Unlike the story and stories in Everyones Gone to the Rapture, I was left feeling disconnected and never felt a real pull towards the narrator and his woes.




Visuals


While Dear Esther has many shortcomings the visuals are not one of them. The island you wander is beautiful, everything from the overgrown grass and wildflowers to the long-forgotten ships that beached on the island, to the skies above. They all look so real and it is easy to truly imagine the island is real.


Overall the visuals are beautiful and can feel how much work was put into them and by far is the strongest part of the game.



Music


The music provides a constant feeling of melancholy, which considering the narrator is talking about his deceased wife and how that has affected him suits it perfectly. The composer is English composer Jessica Curry who not only was the co-head of the Chinese Room but also created the music for Everybody's Gone to the Rapture and Amenisa A Machine for Warpigs.


The soundtrack is just under an hour and while short is certainly memorable and haunting. The music style used in Everybody's Gone to the Rapture can certainly be felt in Dear Esther.


Overall like the visuals the music is one of the most standout parts of the game.




Gameplay


When I first heard about Telltale Games The Walking Dead I wasn't really interested. I want a game to be interactive, to pull me, to be part of it all.  Of course, I was wrong about it, when I sat down to play it I was hooked and it is up there as one of my favorite video game series. The reason I note this is that I had misgivings about Dear Esther, but after playing Everybody's Gone to the Rapture I thought it can't be that bad.


Unfortunately, it is bad.  The game, and I am using that term lightly, is a walking simulator from a first-person perspective. There is no interaction with objects and is a linear experience traversing an island until you reach its summit. The game is like certain people, they can be attractive looking but if that is all they have going for them I am going to get bored real quick.


Overall the gameplay is lacking and felt more like a dull indie movie than a game.





Final Thoughts


So, after just under two hours how did I feel. Underwhelmed and disappointed.  The story didn't really pull me and the overly convoluted way of writing everything seemed like a way to make something mundane sound more interesting and sadly failing. The visuals and soundtrack are amazing and to me is the only saving grace for Dear Esther. The gameplay did not exist and was purely a walking simulator.  This one manages to just about scrape a 3 out of 5

Saturday, 2 November 2019

Everybody's Gone To The Rapture - Review



Everybody's Gone To The Rapture is a game I heard about a long time back and had download it last year from the PlayStation Store.  My better half and partner in crime Nollsy played it a while back and kept saying how good it was, and that I needed to play it.  Finally this week I got around to playing.


I am on a semi-diet so I shouldn't be talking about chocolate but screw it. I love, I mean love, Cadbury's Caramel Bars.  It's smooth on the outside, has a bit of bite to it and then has a soft centre filled with caramel.  Playing Everybody's Gone To The Rapture I found myself asking did this have the right kind of bite and still have a soft centre?


Story


When it comes to talking about the story I will be pretty brief to avoid spoilers. You take control of a character (who they are is never established) who enters the fictional picturesque town of Yaughton, in Shropshire.  It seems like all the inhabitants are gone, the only signs of life or that life was there are echoes/memories of people's conversations and of course the dead birds everywhere.  It is about discovering what happened to the inhabitants of Yaughton and what, if anything, will happen next.


Overall the story is amazing - it starts slows and really builds up. I enjoyed the ending and wonder what it would be like playing the game with the knowledge I have now?




Visuals


The visuals are really something and remind me of quaint English villages.  There is countryside and nature all around you in Everybody's Gone To The Rapture.  I found myself getting lost while playing simply because I was taken aback by the picturesque looking village.  It is a shame that The Chinese Room and SIE Santa Monica Studio did not have a bigger budget as it would really have helped sharpen up some of the visuals.


Overall the game looks amazing and was certainly nice getting lost in Yaughton for a few hours.


Music


If quaint English villages had a soundtrack it might sound like Everybody's Gone To The Rapture.  The music is quite calming, and certainly has a very spiritual feel to it, there are moments where the music intensifies but only for brief appropriate spells.  The composer is UK based Jessica Curry who created the video game soundtracks for; So Let Us Melt, Amnesia: A Machine For Pigs and Dear Esther.


The soundtrack comes in at around one hour and really does fit the game perfectly.  Normally, I list out my favorite track but this time I can't as I find it to be one giant track. That isn't to say it all sounds the same, far from it, but each and every track is as important the next.  Overall a brilliant well-crafted soundtrack that could be appreciated even if you haven't played the game.





Gameplay


The game is an adventure exploration game, about following and finding the hidden stories and memories in Yaughton. Outside of the directional movement, the only other control used is the tilt mechanism in the controller.  I found this to be a little awkward on occasion and if anything pulled me out of the story rather than suck me in further.  It wasn't too bad overall but a simple button pressing mechanic or quick time event would have been sufficient.


Similar to TellTale's The Walking Dead, Erica or any other games of this caliber, the story and gameplay are hugely linked making it difficult to get into too many specifics.  The game leads you around by getting you to follow balls of light which take you to point to hear different things, you can break free from this and take your own path.  Be warned though, it is possible to get lost and can take a while to find your glowing balls of light.  The balls of light glitched a few times for me meaning I ended having no idea where to go next which was a little frustrating.


Overall the gameplay (and story) are great with really very few complaints or at least not enough to stop me enjoying my experience.





Final Thoughts

So, after seven hours of play how did I feel? Enthralled. The story is amazing, the visuals and music really help bring the little town of Yaughton to life. I had some qualms with the gameplay but nothing that would put me off my experience.  Overall, this one gets a 4 out 5