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-->''If the subject matter is obscure, the writer's literary style is even more so, it is not the text of a stable or trustworthy reporter.''

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-->''If ->''If the subject matter is obscure, the writer's literary style is even more so, it is not the text of a stable or trustworthy reporter.''
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''"If the subject matter is obscure, the writer's literary style is even more so, it is not the text of a stable or trustworthy reporter."''

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''"If -->''If the subject matter is obscure, the writer's literary style is even more so, it is not the text of a stable or trustworthy reporter."''
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Removed: 193

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Burn gamer gatekeeping. (And I say that as someone who doesn\'t particularly like this game)


* StoryToGameplayRatio: On the ''highest'' end of the scale, near the VisualNovel genre. This is not a game, essentially a short film with occasional player control ''from the first person perspective''. Reviewers have actually praised this use of story, but not being able to call it a game.
** There are several important factors that could not be incorporated in a film however, such as semi-randomized dialogue, and the ability for every player to pace themselves at their own rate.

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* StoryToGameplayRatio: On the ''highest'' end of the story side of the scale, near the VisualNovel genre. This is not a game, essentially a short film with occasional player control ''from the first person perspective''. Reviewers have actually praised this use of story, but not being able to call it a game.
**
There are several important factors that could not be incorporated in a film film, however, such as semi-randomized dialogue, dialogue and the ability for every player to pace themselves at their own rate.
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spellings


* BeautifulVoid: The island is haunting in its emptyness, juxtaposed against its SceneryPorn.

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* BeautifulVoid: The island is haunting in its emptyness, emptiness, juxtaposed against its SceneryPorn.



* StoryToGameplayRatio: On the ''highest'' end of the scale, near the VisualNovel genre. This is not a game, essentially a short film with occassional player control ''from the first person perspective''. Reviewers have actually praised this use of story, but not being able to call it a game.

to:

* StoryToGameplayRatio: On the ''highest'' end of the scale, near the VisualNovel genre. This is not a game, essentially a short film with occassional occasional player control ''from the first person perspective''. Reviewers have actually praised this use of story, but not being able to call it a game.



** [[spoiler: "I will look to my left and see Esther Donnelly, flying beside me. I will look to my right and see Paul Jacobson, flying beside me."]]

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** [[spoiler: "I will look to my left and see Esther Donnelly, flying beside me. I will look to my right and see Paul Jacobson, Jakobsen, flying beside me."]]
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Not exactly impartial.


'''WARNING:''' Due to the nature of its narrative, it is all but impossible to describe the tropes in ''Dear Esther'' without spoiling the crap out of it. If you have not experienced it yet (and we highly recommend you do,) ''do not read any further.''

to:

'''WARNING:''' Due to the nature of its narrative, it is all but impossible to describe the tropes in ''Dear Esther'' without spoiling the crap out of it. If you have not experienced it yet (and we highly recommend you do,) yet, ''do not read any further.''
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* PurpleProse: The narrator does tend to speak in rather flowery language. Some critics pointed this out in reviews.
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You don\'t drown instantly. You can actually resurface many seconds later. The fact that you lose all visual when you go under probably leads to this confusion.


* SuperDrowningSkills: Dip your head below the ocean's surface and you instantly drown. [[spoiler: Later [[SuperNotDrowningSkills inverted]] when you can stay underwater in the cave pools for as long as you want.]]

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* SuperDrowningSkills: Dip your head below the ocean's surface and for too long, you instantly drown. [[spoiler: Later [[SuperNotDrowningSkills inverted]] when you can stay underwater in the cave pools for as long as you want.]]
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''"If the subject matter is obscure, the writer’s literary style is even more so, it is not the text of a stable or trustworthy reporter."''

''Dear Esther'' is a mod built with the Source engine (the same used for ''VideoGame/HalfLife2'', among other games). While designed in FirstPersonShooter format, it is in reality more of a sparse, linear narrative with complete emphasis on the plot. The player is placed on an uninhabited, Hebridean island, and while exploring the picturesque landscape an unidentified narrator regularly intervenes with bits of voiced-over letters addressed to a woman named Esther. This is a story that you quite literally walk through - [[EverythingTryingToKillYou nothing is trying to kill you]], and there are [[PuzzleGame no puzzles that you must solve to progress]]. Unless, of course, you count the [[MindScrew plot]].

to:

''"If the subject matter is obscure, the writer’s writer's literary style is even more so, it is not the text of a stable or trustworthy reporter."''

''Dear Esther'' is a mod built with the Source engine (the same used for ''VideoGame/HalfLife2'', among other games). While designed in FirstPersonShooter format, it is in reality more of a [[ArtGame sparse, linear narrative with complete emphasis on the plot.plot]]. The player is placed on an uninhabited, Hebridean island, and while exploring the picturesque landscape an unidentified narrator regularly intervenes with bits of voiced-over letters addressed to a woman named Esther. This is a story that you quite literally walk through - through: nothing is [[EverythingTryingToKillYou nothing is trying to kill you]], and there are no [[PuzzleGame no puzzles that you must solve to progress]]. Unless, of course, you count the [[MindScrew plot]].
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* EtherealChoir/OneWomanWail: The music in the caves is this. Interesting to note is that the song being sung is in English rather than Latin or whatever.

to:

* EtherealChoir/OneWomanWail: EtherealChoir / OneWomanWail: The music in the caves is this. Interesting to note is that the song being sung is in English rather than Latin or whatever.
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* EtherealChoir/OneWomanWail: The music in the caves is this. Interesting to note is that the song being sung is in English rather than Latin or whatever.
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None


* StoryToGameplayRatio: On the ''highest'' end of the scale, near the VisualNovel genre. This game is essentially a short film with occassional player control ''from the first person perspective''. Reviewers have actually praised this use of story, but question whether this is a "game".

to:

* StoryToGameplayRatio: On the ''highest'' end of the scale, near the VisualNovel genre. This game is not a game, essentially a short film with occassional player control ''from the first person perspective''. Reviewers have actually praised this use of story, but question whether this is not being able to call it a "game".game.
Is there an issue? Send a MessageReason:
None


''Dear Esther'' is a mod built with the Source engine (the same used for ''VideoGame/HalfLife2'', among other games). While designed in FirstPersonShooter format, it is in reality more of a sparse, linear narrative with complete emphasis on the plot. The player is placed on an uninhabited, Hebridean island, and while exploring the picturesque island an unidentified narrator regularly intervenes with bits of voiced-over letters addressed to a woman named Esther. This is a story that you quite literally walk through - [[EverythingTryingToKillYou nothing is trying to kill you]], and there are [[PuzzleGame no puzzles that you must solve to progress]]. Unless, of course, you count the [[MindScrew plot]].

to:

''Dear Esther'' is a mod built with the Source engine (the same used for ''VideoGame/HalfLife2'', among other games). While designed in FirstPersonShooter format, it is in reality more of a sparse, linear narrative with complete emphasis on the plot. The player is placed on an uninhabited, Hebridean island, and while exploring the picturesque island landscape an unidentified narrator regularly intervenes with bits of voiced-over letters addressed to a woman named Esther. This is a story that you quite literally walk through - [[EverythingTryingToKillYou nothing is trying to kill you]], and there are [[PuzzleGame no puzzles that you must solve to progress]]. Unless, of course, you count the [[MindScrew plot]].
Is there an issue? Send a MessageReason:
None


''Dear Esther'' is a mod built with the Source engine (the same used for ''[[HalfLife Half-Life 2]]'', among other games). While designed in FirstPersonShooter format, it is in reality more of a sparse, linear narrative with complete emphasis on the plot. The player is placed on an uninhabited, Hebridean island, and while exploring the picturesque island an unidentified narrator regularly intervenes with bits of voiced-over letters addressed to a woman named Esther. This is a story that you quite literally walk through - [[EverythingTryingToKillYou nothing is trying to kill you]], and there are [[PuzzleGame no puzzles that you must solve to progress]]. Unless, of course, you count the [[MindScrew plot]].

to:

''Dear Esther'' is a mod built with the Source engine (the same used for ''[[HalfLife Half-Life 2]]'', ''VideoGame/HalfLife2'', among other games). While designed in FirstPersonShooter format, it is in reality more of a sparse, linear narrative with complete emphasis on the plot. The player is placed on an uninhabited, Hebridean island, and while exploring the picturesque island an unidentified narrator regularly intervenes with bits of voiced-over letters addressed to a woman named Esther. This is a story that you quite literally walk through - [[EverythingTryingToKillYou nothing is trying to kill you]], and there are [[PuzzleGame no puzzles that you must solve to progress]]. Unless, of course, you count the [[MindScrew plot]].
Is there an issue? Send a MessageReason:
None


''Dear Esther'' is a mod built with the Source engine (the same used for ''[[HalfLife Half-Life 2]]'', among other games). While designed in FirstPersonShooter format, it is in reality more of a sparse, linear narrative with complete emphasis on the plot. This is a story that you quite literally walk through - [[EverythingTryingToKillYou nothing is trying to kill you]], and there are [[PuzzleGame no puzzles that you must solve to progress]]. Unless, of course, you count the [[MindScrew plot]].

to:

''Dear Esther'' is a mod built with the Source engine (the same used for ''[[HalfLife Half-Life 2]]'', among other games). While designed in FirstPersonShooter format, it is in reality more of a sparse, linear narrative with complete emphasis on the plot. The player is placed on an uninhabited, Hebridean island, and while exploring the picturesque island an unidentified narrator regularly intervenes with bits of voiced-over letters addressed to a woman named Esther. This is a story that you quite literally walk through - [[EverythingTryingToKillYou nothing is trying to kill you]], and there are [[PuzzleGame no puzzles that you must solve to progress]]. Unless, of course, you count the [[MindScrew plot]].
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None


** The biggest change from playthrough to playthrough is how Esther died. [[spoiler: In some tellings, the narrator himself was the drunk, and Paul an innocent bystander, making the narrator filled with self loathing. In others, Paul was not intoxicated, and the narrator bemoans fate and the happenstance that lead to it. In others, Paul was intoxicated, and the narrator comes to terms with Esther's death]].

to:

** The biggest change from playthrough to playthrough is how Esther died. [[spoiler: In some tellings, the narrator himself was the drunk, and Paul an innocent bystander, making the narrator filled with self loathing. In others, Paul was not intoxicated, and the narrator bemoans fate and the happenstance that lead to it. In others, others again, Paul was intoxicated, and the narrator comes to terms with Esther's death]].
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Moving to the YMMV page.


* GeniusBonus: The images on the walls and bluffs. Some of the chemical formulae are ethyl alcohol and dopamine and at least one of the electical diagrams is for anti-lock brakes. The writing on the walls is a reference to the biblical story of Paul's journey to (and conversion at) Damascus.
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hottip cleanup / removal


** ''"The moon over the Sandford junction, headlights in your retinas. Donnelly drove a grey hatchback without a bottom, all the creatures of the tarmac rose to sing to him."'' [[hottip:*:''"All manner of symbols crudely scrawled across the cliff face of my unrest. My life reduced to an electrical diagram. All my gulls have taken flight; they will no longer roost on these outcrops. The lure of the moon over the Sandford junction is too strong."'']]

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** ''"The moon over the Sandford junction, headlights in your retinas. Donnelly drove a grey hatchback without a bottom, all the creatures of the tarmac rose to sing to him."'' [[hottip:*:''"All [[note]]''"All manner of symbols crudely scrawled across the cliff face of my unrest. My life reduced to an electrical diagram. All my gulls have taken flight; they will no longer roost on these outcrops. The lure of the moon over the Sandford junction is too strong."'']]"''[[/note]]
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* [[spoiler:DrivenToSuicide]]
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** [[spoiler: "It can only be a dead shepherd who has come to drunk drive you home."]]
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** [[spoiler: "And you were rendered opaque by the car of a drunk."]]
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Tropes are not defined by geography.


* StoryToGameplayRatio: On the ''highest'' end of the scale, only one-upped by the VisualNovel genre. This game is essentially a short film with occassional player control ''from the first person perspective''. Reviewers have actually praised this use of story, but question whether this is a "game".

to:

* StoryToGameplayRatio: On the ''highest'' end of the scale, only one-upped by near the VisualNovel genre. This game is essentially a short film with occassional player control ''from the first person perspective''. Reviewers have actually praised this use of story, but question whether this is a "game".



* VisualNovel: The game is considered a Western example of the Visual Novel genre.

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* VisualNovel: The game is considered somewhat similar to a Western example of the Visual Novel genre.in terms of gameplay density, as stated above.
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* ArcWords: Damascus.


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* GeniusBonus: The images on the walls and bluffs. Some of the chemical formulae are ethyl alcohol and dopamine and at least one of the electical diagrams is for anti-lock brakes. The writing on the walls is a reference to the biblical story of Paul's journey to (and conversion at) Damascus.
Is there an issue? Send a MessageReason:
None


* MindScrew: What makes it even harder to tell what happens is that the basic events of the story change depending on playthrough. Even with such simple matters as how the narrator reached the island; sometimes he is a willing hermit, seeking solace, where in others he is a sailor who has been marooned.

to:

* MindScrew: What makes it even harder to tell what happens is that the basic events of the story change depending on playthrough. Even with such simple matters as how the narrator reached the island; sometimes he is a willing hermit, seeking solace, where in others he is a sailor who has been marooned. And at times, the line between the player character and the narrator blurs - are you someone tracing the footsteps of that hermit, or are you rambling as you go on?
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* VisualNovel: The game is considered a Western example of the Visual Novel genre.
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added broken leg line

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** Especially considering a couple of these happen shortly after [[spoiler: the player is informed his leg is broken]].
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* StoryBreadcrumbs: A deliberate choice for the game structure, related through sporadic and semi-random narration. [[WordOfGod The developers said later in presentations]] that they felt being sparse with specifics and only giving them sporadically helped make ''Dear Esther'' a much more engaging narrative, teasing the player's speculation to get them to invest more of themselves in what story they do parse.
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''"Come back."''

to:

''"Come back.''"If the subject matter is obscure, the writer’s literary style is even more so, it is not the text of a stable or trustworthy reporter."''
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* EmptyRoomPsych: If you're expecting traditional game mechanics, the game becomes a series of dozens of these.
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Let\'s stop with the Zero Context Examples, please.


* SceneryPorn

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* SceneryPornSceneryPorn: The landscapes are exceptionally well-done, and considering there is nothing but the visuals and the narrator's voice along the way, it's something you're bound to notice.



* UnreliableNarrator

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* UnreliableNarratorUnreliableNarrator: See SanitySlippage above.
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/esther3_5889.png]]
[[caption-width-right:350:''"I have lost track of how long I have been here, and how many visits I have made overall."'']]

''"Come back."''

''Dear Esther'' is a mod built with the Source engine (the same used for ''[[HalfLife Half-Life 2]]'', among other games). While designed in FirstPersonShooter format, it is in reality more of a sparse, linear narrative with complete emphasis on the plot. This is a story that you quite literally walk through - [[EverythingTryingToKillYou nothing is trying to kill you]], and there are [[PuzzleGame no puzzles that you must solve to progress]]. Unless, of course, you count the [[MindScrew plot]].

A remake was released in 2012 featuring ''vastly'' improved graphics, remastered audio, and a much more intuitive level design for the environments (one common criticism of the original mod).

The remake with improved graphics is [[http://store.steampowered.com/app/203810/ available on Steam]]. The old version can be found [[http://www.moddb.com/mods/dear-esther/downloads/ here]].

[[http://dear-esther.com/ The official website.]]

'''WARNING:''' Due to the nature of its narrative, it is all but impossible to describe the tropes in ''Dear Esther'' without spoiling the crap out of it. If you have not experienced it yet (and we highly recommend you do,) ''do not read any further.''
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!!''Dear Esther'' contains examples of the following tropes:

* ArcNumber: 21. ''[[spoiler: "There are twenty-one connections in the circuit diagram of the anti-lock brakes, there are twenty-one species of gull inhabiting these islands , it is twenty-one miles between the Sandford junction and the turn off for home. All these things cannot, will not, be a co-incidence!"]]''
* ArcSymbol: Gulls, cans of paint, paper boats, circuits, molecules, [[spoiler: car parts, sonogram pictures]]...
* BeautifulVoid: The island is haunting in its emptyness, juxtaposed against its SceneryPorn.
* BorderPatrol: ''"Come back. Come back. Come back."''
* {{Determinator}}: [[spoiler: The narrator forces himself to continue his journey despite fracturing his leg and having it become infected, using willpower and a lot of painkillers.]]
* EveryoneIsRelated: [[spoiler: Several lines refer to Esther Donnelly and Paul Jakobsen. However much like with everything in the game, it can't definitively be said if this is the case]].
* GainaxEnding: The ending is as mysterious in its resolution as the island is in its exploration.
* HearingVoices: The whole story is told via a faceless narrator reading letters to the eponymous Esther.
* InsurmountableWaistHighFence
* [[RoomFullOfCrazy Island Full of Crazy]]: Just what do the bizarre symbols all over the caves and rock faces mean?
** One of the tunnels in the caves is particularly dense with luminescent scrawlings, making it somewhat unnerving to walk through.
* MindScrew: What makes it even harder to tell what happens is that the basic events of the story change depending on playthrough. Even with such simple matters as how the narrator reached the island; sometimes he is a willing hermit, seeking solace, where in others he is a sailor who has been marooned.
* MysteriousWatcher: Occasionally, off in the distance, you will see dark figures observing you, or walking the path themselves.
* {{Narrator}}: ''"Dear Esther, I sometimes feel as if I've given birth to this island..."''
* NothingIsScarier: Not exactly a horror game, but the lack of enemies and activity serve to make the island very haunting. The creepy music in the caves doesn't help much.
* OntologicalMystery: Why are you visiting this island? Who is the narrator? Who is Esther? Who built the mast? Who painted all these molecules and messages on these surfaces? Is the island real or is it a dream? The game constantly prompts all these questions, and never quite gives concrete answers.
* RandomlyGeneratedLevels: Subtly done. In every new playthrough, some objects and elements will appear in different locations and bits of the narration will change.
** The biggest change from playthrough to playthrough is how Esther died. [[spoiler: In some tellings, the narrator himself was the drunk, and Paul an innocent bystander, making the narrator filled with self loathing. In others, Paul was not intoxicated, and the narrator bemoans fate and the happenstance that lead to it. In others, Paul was intoxicated, and the narrator comes to terms with Esther's death]].
* SanitySlippage: The narrator's memories begin to blur together as he walks through the island.
** ''"The moon over the Sandford junction, headlights in your retinas. Donnelly drove a grey hatchback without a bottom, all the creatures of the tarmac rose to sing to him."'' [[hottip:*:''"All manner of symbols crudely scrawled across the cliff face of my unrest. My life reduced to an electrical diagram. All my gulls have taken flight; they will no longer roost on these outcrops. The lure of the moon over the Sandford junction is too strong."'']]
* SceneryPorn
* SilentProtagonist: He does have very noisy shoes though. It's not entirely clear if the Narrator is the same person as the protagonist too, but if they are, then he's quite chatty.
* SinisterSilhouettes: Every now and then you'll see a shadowy figure standing or walking around in the distance. If you're quick enough, you can run right up to them, but they won't respond to you and will sometimes even vanish instantly.
* SoftWater: It's not like there's any way to take damage in the first place, but the tiny pools at the bottom of certain chasms would not protect against the falls they are meant to break.
* SuperDrowningSkills: Dip your head below the ocean's surface and you instantly drown. [[spoiler: Later [[SuperNotDrowningSkills inverted]] when you can stay underwater in the cave pools for as long as you want.]]
* StoryToGameplayRatio: On the ''highest'' end of the scale, only one-upped by the VisualNovel genre. This game is essentially a short film with occassional player control ''from the first person perspective''. Reviewers have actually praised this use of story, but question whether this is a "game".
** There are several important factors that could not be incorporated in a film however, such as semi-randomized dialogue, and the ability for every player to pace themselves at their own rate.
* TitleDrop: [[ArcWords Several times]] during the narrator's readings.
* ViolationOfCommonSense: There are a couple points in the game that require jumps (or falls, rather, in the absence of actual jumping) no reasonable person would ever make.
* WhamLine: [[spoiler: "He tells me that he was not drunk at all."]]
** [[spoiler: "I will look to my left and see Esther Donnelly, flying beside me. I will look to my right and see Paul Jacobson, flying beside me."]]
* UnreliableNarrator
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