• Photo Credit: Dear Esther
    Photo Credit: Dear Esther

    In 2009 I reviewed Dear Esther, the free modification for Half-Life 2.

    It’s 2013 and I’ve finally played the commercial version available on Steam released in 2012.

    Both versions are a first person walking tour of an island where the player listens to narration of letters written to Esther.

    2012’s Esther is fairly similar to the mod. So lets quote the TimeDoctor of 2009 and remove anything that isn’t relevant to this 2012 commercial release:

    I just finished my first walk-through of Dear Esther.

    When I say “walk-through” I mean, walking through the narrative of this incredible mod on top of Half Life 2‘s Source Engine by Dan Pinchbeck.

    You’re guided through it by a narrator who tells you about an island, its inhabitants, and a few events in their lives.

    The narration is randomized, so each play through may tell a different story.

    It might be a bit pretentious, but that is OK. If you give it a shot, I think you will like it. It is about the closest I’ve ever seen a game come to approaching the narrative elements of interactive fiction. Unfortunately this is mostly at the expense of the interaction. You walk through the island on foot at a snail’s pace and gain some knowledge of the story through a beautifully perfect vocal narration.

    Games as art? Fuck that. Games as narrative. We’re half way to the finish line, and Dear Esther is the best runner in that race. I hope that the confines of an engine and resources of a mod will not hold back the next narrative from thechineseroom.

    So now we’re in 2013 again – hello there! – and Dear Esther is a mod no-longer. They’ve cleaned up just about everything that was unpolished in the original and this is almost perfect.

    I say almost because as a game released in 2012 it still doesn’t look right for the modern era. The vegetation in particular is unappealing and at worst takes you out of the experience as you see 2D sprites always turn to face you at the edge of your view. You’ll still see the occasionally strangely polygonal natural feature. Otherwise, Esther is a pretty game featuring some stunning scenes as you navigate the island. To say too much about them might spoil your enjoyment.

    The narrative as read to you and soundtrack are still amazing. What other game is excellent at a walking pace? Your view of it and the way the narrative unfolds through the changing aspects of the island are unique. Nobody else has made anything like it and I doubt anyone ever will.

    We are spoiled beasts by some great narratives with games attached; Dear Esther, Digital: A Love Story, and The Walking Dead. Two of which were released commercially in 2012. Though Esther is the least game-like of any I’ve experienced, I can’t recommend it enough. There are no puzzles or action sequences. Your only input is to move around in the world. Your only objective is to look and listen until you can’t anymore. You’ve never played anything like it.

    Dear Esther is a bargain at $10 USD on Steam.

    5 out of 5 Narratives

  • Join TimeDoctor and his “S.T.A.L.K.E.R.” 8bitProdigy as they adventure through The Zone looking for the best place to stop and have a Roadside Picnic.

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  • Join TimeDoctor as he stabs the pirates who kidnapped his friends.

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  • Far Cry 3
    Photo Credit: Ubisoft

    Far Cry 3 is a first person shooter sequel with very few similarities to its predecessors. The first Far Cry was developed by Crytek and had a more open experience than most of the first-person shooters at the time. This meant you had more freedom to decide how you would go about your objectives. Ubisoft developed Far Cry 2 internally, it was a completely open world and brought a level of almost insane detail to certain simulatory functions of it. Toss a molotov and watch the world burn as the fire spreads from one piece of vegetation to another. Or just watch the migration patterns of animals from a scenic hilltop and then take a hang-glider down for a closer look. I had mixed feelings about Far Cry 2, but it was different from other games at the time and there was much to like even if it was a little bit unfocused as a game.

    The hang-gliders return in Far Cry 3, and the pacific island environment is even more beautiful this time around but the design is more gamey than before. Now you’ll use looting, selling, crafting, hunting, doing side quests, leveling, managing your skill-tree and more. These are all great additions to get the game to be more consistently fun, even if it is a little bit less of a stimulatory masterpiece as a result. The malaria medication management from Far Cry 2 has, thankfully, not returned.

    Far Cry 3 actually bears a passing resemblance to the Assassin’s Creed series of games as you’ll do some first person platforming to vault to the top of decrepit radio towers dotted across the island. Each one is small puzzle in figuring out how to ascend the broken struts and reach the final ladder to the top. Shutting down a cellular spectrum radio jammer once you’ve reached the apex reveals objectives and side-quests on your map device. Instead of diving into some hay from the top you’ll usually use a zipline to get back down. Normally, I hate first person platforming, it’s one of the lamest things you can do in a game and so I’m super surprised at how well FC3 does it.

    The story starts out with Jason Brody and his friends on vacation when a skydiving accident leaves them captured and held for ransom by pirates in different parts of the island. Jason is rescued by a native group called the Rakyat who help him develop his skills and get on his way to stabbing dudes and looting tigers. The story can be safely ignored because it seems confused about who Jason is and how he becomes able to do these things. Nothing about the story is linked to its predecessor. I was never quite sure if the game is supposed to be appealing to bros or trying to tell some other story.

    When Jason takes a mission to retrieve dog tags from the remains of Japanese soldiers for their families who have wanted to know their fate since World War 2 Jason implores the quest-giver to lower the price he charges the families. Later on, flashbacks from eating “food” you find lying in a cave bring us to Jason’s crew partying in a dance club dancing and generally carousing. When you rescue one of Jason’s friends from a burning building, Jason remarks constantly about how they’ve owned the bad guys and what a good time that all was. Just as if he is still just on a fun carefree adventure with his pals except for the fact that their other friends have been captured and might be dead. The friend you’ve rescued reminds Jason of how stupid he sounds when they could have died seconds prior.

    I can’t tell if there is a redeeming quality to the characters or not. On one hand, those flashbacks have them behaving like deplorable Jersey-shore-alikes. On the other, a few moments of the game implore us to believe that these characters are intentionally shallow to make a point. If nothing else the storyline is written and acted well enough. Though none of which are better written and acted than Vaas, the pirate bad guy you can see on the box art in this review. His personality is delightfully evil and you’ll wish he had more time on-screen before the game is done.

    Looking past the despicable characters you’ll find a tremendously fun system of unlockable killing maneuvers on your skill tree which encourage stealth but at their best reward happenstance. Over the 36 hours of time I spent with Far Cry 3 nothing stood out to me more than clearing outposts. These little bastions of foes contain an alarm system you’ll want to disable for the most experience points. Once you’ve done that, stealthily killing everyone inside and around the outpost to claim it is a tiny sandbox adventure reminiscent of movie action sequences. Your options depend on the terrain around the outpost and the enemies inside it. For example, if there is a wild animal trapped in a cage you can shoot the cage with a silenced weapon from afar and watch it maul your foes to death. It’ll distract anyone who isn’t killed so you can get the drop with a well placed knife in their backs. Even when I died while attempting to clear these outposts I didn’t care because it was just as much fun to fail and try again as it was to succeed. Maybe next time I’d get frustrated and switch to the flare gun to set everyone and everything on fire, or I’d sneakily kill and drag bodies around corners to do it for the most experience points.

    Far Cry 3 is full of experiences like this that you won’t find anywhere else. Unless you hate fun, stabbing dudes, and mayhem you have no reason to not join in on it. The combat and the whole experience stand tall when compared to other, much blander, shooters. Play it stealthy or loud, play it to enjoy the scenery, just don’t pass up on it if you didn’t get a chance to play it before 2013.

    5 out of 5 Press X to Jasons

  • The Walking Dead Box Art
    Photo Credit: Telltale Games

    The Walking Dead’s comics and TV show are a little different than most Zombie stories. Those stories are usually about the Zombies or a series of characters who fit into a few repetitive stereotypes. The Walking Dead, by contrast, offers more interesting characters and a feeling that they never have the option of making a “Right” choice.

    The Walking Dead: Season One episodic game by Telltale Games is similar on the surface to older adventure games. In those the player is tasked with clicking on objects and characters to initiate actions and conversations, solving puzzles and ultimately reach a straightforward conclusion. After playing through the first season’s five episodes (which have now been compiled into a boxed product for consoles) it’s clear that the difference between this adventure and others is in how mature the conversations and decisions are.

    I played the game on PC through Steam and was introduced to a new episode every few weeks. I’m not sure how critical that waiting period was to the experience, but it definitely felt like the right way to play it. People who purchase the boxed copy and blast through the season in a weekend are missing part of the experience. Telltale has been doing episodic games for a while now, and though I’ve purchased a few other seasons of their games I’m not ashamed to admit that this is the first I completed.

    The graphics are simple and cel-shaded, the art style was clearly chosen to fit the time budget so that each episode would not require too much in the way of new content. After all, most big-budget games require huge art pipelines to create all of their content over the span of years when The Walking Dead had just a few weeks to take in the feedback from the previous episode in designing, scripting, and executing the next. This art style doesn’t get in the way of the story, which was definitely paramount to the designers.

    The voice acting is generally great, and the characters never sounded out of place or disconnected from the events of the game.

    Unfortunately, the PC version was clearly not perfect from a technical perspective. The first issue I ran into was that if you have an Xbox 360 controller plugged in the game wouldn’t start under Windows 8. After unplugging my controller, the next issue was that my save games were lost when I tried to continue with the game into the 5th episode. A workaround posted to the Telltale Games forum from other users who had gotten stung by the same issue got me back into the game at Episode 5, but not without losing many of the decisions I had already made. In a game where those decisions change almost everything about the story and even what characters are in the game, it can be very frustrating to lose them. I believe it to be a testament to the game’s writers that I continued on to the end regardless and I will also go back and play through again just to bring my saved game into Season Two the way I had originally played.

    Many of the sights in this game are horrifying, but often not as horrifying as the behavior of some of the characters. Sometimes that extends to the protagonist, Lee. If you decide to play it, know that you’ll probably get dragged into feeling for the characters and might even shed a tear when it comes time for a few of them to die. Nobody is safe in this game. To give you an example, oftentimes as Lee is introduced to new characters you are given the option of how you would like Lee to describe himself. There are some details of his history that he might not want folks to know, but if you decide that he should share them then they might trust him more than if they find out later on. Even if you make no decision at all, you’re oftentimes left having made a choice when the “fuse” underneath your list of options burns out. There were quite a few times when the game’s events were so startling I could not bring myself to even pick from that list.

    Instead of relying on goofy puzzles and tedious inventory actions as in other adventure games, this gripping attachment to characters and decisions that you interact with and effect makes The Walking Dead Season One so amazing even when compared to the Comic or TV series. Although those decisions may ultimately lead to a very similar conclusion, that you had an effect on it and the characters who joined you for the journey is amazing. I cannot imagine how difficult it was to write for all of the options from episode to episode. At the end of each you are presented with a list of percentages on the major decisions you made compared to those of other players.

    Telltale are fantastic storytellers and I can’t wait to see what happens next. I wish I didn’t have to play through the game again to keep my choices for Season Two, but that technical glitch cannot overshadow what a tremendous accomplishment this season was. If you have any interest in the way of the future in dramatic storytelling, you would be remiss to skip out on The Walking Dead.

    5 out of 5 Puffins