I’d done two runs of Dear Esther on PC before and yet, when playing through again and listening to the developer commentary on Dear Esther: Landmark Edition, it became readily apparent that I have not properly played Dear Esther. ![]() It is with these assumptions that I came to Dear Esther: Landmark Edition, seeing re-release on the PS4. Related reading: Our review of the PC release of the game from back in 2012. And as perhaps the first “walking simulator”, most players will likely write off this game as a cultural footnote compared to titles which have used ideas from this game to tell much more potent stories. Perhaps the game’s brevity and linearity fooled players to thinking it is much simpler than it really is. This would have been a much better game with proper optimisation and a proper run button (there's a sad excuse for one where you hold R2 and you slowly build up speed but it's not always available and you barely move any faster).To everyone out there, have you played Dear Esther? I would assume most of you have – the prolific surrealist piece developed by The Chinese Room is still a free download on PC’s and almost necessitates a name drop in every “Games as Art” conversation. Gameplay wise, well there wasn't any, at all, you literally walk around (VERY slowly) and press X occasionally, a lot of games are falsely labelled as walking sims but this really was just that. The audio was really great though, both the music and voice work, absolutely no complaints here. The video settings menu was almost completely empty with only the basics available. It is a very nice looking game, on the same level as The Vanishing of Ethan Carter which blew me away but with considerably worse performance (60fps solid in TVoEC). It's a pretty great art piece but a piss poor game, technically it's a shocker, I had to play with the 30fps cap enabled on medium settings just to maintain a somewhat stable frame rate, 60fps was out of the question even on low settings. This story begins with the end of the world.Ĭontinuing my story game theme as of late I jumped on this one as it looked interesting but after finishing it I could have lived withoutContinuing my story game theme as of late I jumped on this one as it looked interesting but after finishing it I could have lived without playing it. Made by The Chinese Room - the studio responsible for the hauntingly beautiful Dear Esther - this tale of how people respond in the face of grave adversity is a non-linear, open-world experience that pushes innovative interactive storytelling to the next level. The choices you make as a player have a direct impact on how you understand the story – the more you explore and interact, the deeper you are drawn into Rapture’s world.Įverybody’s Gone to the Rapture tells the story of the inhabitants of a remote English valley who are caught up in world-shattering events beyond their control or understanding. ![]() It’s a type of storytelling that is completely unique to games. It’s open-world so you have the freedom to explore wherever you like, visiting areas in an order you define, and the story is written to allow this whilst making sure every player has a strong dramatic experience. It’s great working with PS4 as its processing power makes a game like this possible for a team our size. The world of Rapture is not just a backdrop it’s a character in its own right. Yaughton Valley, where Rapture takes place, is a living, breathing world. Our approach is to create a game that you can utterly immerse yourself in. That’s an interesting place to start telling a story. Rapture also came from our obsession with post-apocalyptic gaming, and the simple idea that whilst we normally play as the hero, in reality, most of us would be the piles of ash and bone littering the game world. There’s a very particular English feel that we wanted to capture in the game, a combination of the epic and the intimate. Ballard, John Christopher and other authors who deal with ordinary people in extraordinary circumstances. Rapture is inspired by the fiction of John Wyndham, J. But it’s also about the end of the world. ![]() Rapture is set in a remote valley in June 1984 and is a story about people and how they live with each other. Creating a rich, deep world with strong drama and exceptional production values is key to what we’re all about. If you already know The Chinese Room, you’ll know that we make story-driven games. For the last twelve months, we’ve had our heads down working hard on Everybody’s Gone to the Rapture and it’s really exciting to be able to share some more information with you as well as a new trailer.
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