There really is nothing to interact with – you walk about and see things unfold, but there are no puzzles, no trap doors, nothing. Also the lack of anything to actually do will undoubtedly rub some people wrong. There are times where the sluggish pace makes a great deal of sense as it allows a scene to unfold, but for a game that has a small amount of backtracking tucked into an otherwise very linear adventure, the pace starts to feel a bit like padding by the end of the adventure. The biggest issues with this title are complaints that often show up in these types of titles. However, if you missed Dear Esther originally, this is a great opportunity to give the title a try if something with a slower pace and a greater emphasis on narrative appeals to you. There are some nice bonus items included here, including a developer commentary, but this is otherwise the same game that many people have already played in the past. The biggest problem I have with Dear Esther: Landmark Edition is that while it was a great trailblazer for the genre, there are better narratives told with more refined mechanics and a greater level of polish now. Those looking for more to actually do decried the lack of actual gameplay, but many found the story focused presentation to be something unique and interesting. I recall when the game came out audience reaction was quite divided. It is a very narrative driven title that wants you to experience something more than to play it. I love a good ghost story, and that is exactly what Dear Esther: Landmark Edition is – a story. I remember when this title first arrived on PC, though I did not experience it until some time later. Dear Esther: Landmark Edition is a thoughtful game and to that end, I enjoyed it – though it is showing some age now as well. Back then people did not really know what to expect from a game like this as games with chilling visuals and a first person perspective usually involved guns, jumping and more traditional action elements. When Dear Esther first released on PC about four years ago, it was on the forefront of what would become known as ‘Walking Simulators’, and while the adventure sub-genre has its proponents, it has plenty of detractors as well. I love games that tug at my imagination and challenge me to think about who my character is and why he or she does what they do.
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