Reviews from

in the past


Played this version for a short period of time, but I liked the visuals and the ambient of it. I'll play the Landmark Edition eventually, and then I'll give it a more accurate review.

Para ser uno de los padres de los Walking simulators me sorprendió bastante y para bien. Si bien la historia se cuenta un poco confusa (es parte de la gracia) se termina de entender mas o menos que sucedió, pero se cuenta todo de una forma muy poética y con metáforas, la verdad que me encantó es cortito y al pie

I just love the vibes even if the narrative is a lil thin and theres no gameeplay, I just like it here


Finished in one sitting and found it completely compelling. I need to check out the Landmark Edition of this someday.

(I always flashback to seeing the Hey Ash, Whatcha Playing ep soon after my playthrough where she name drops Dear Esther -- definitely in my top 10 of all time YT clips for hilarious shorts):
https://www.youtube.com/watch?v=I7XLhizhcfk

when you le drink and le drive

A nice little visual novel sort of experience. The visuals and the narration were pretty interesting, but ultimately it's as shallow as it is deep. I found myself wanting a bit more, but the experience leaves you as quick as you start it. The locations do reflect some of the narration, with mention of a crash of some kind, and then finding machine parts here and there. It just seems like I would have liked some sort of additional set pieces with audio to explore some of these things, but the game is good as it is.

Disclaimer: I got this game fully expecting this is not the usual kind of game, I was expecting something akin to a visual novel. This is a pure, undistilled example of what a walking simulator should be. It is moody, with a heavy emphasis on environmental storytelling, with a captivating, poetic story and a strong narrator.

This is something close to a poem told in a visual interactive format. If you are into such kind of experiences, this is one of the best!

Strongly recommended!

Funny how a game that, in my opinion, has barely anything memorable by it’s own terms, has been responsible for spawning a whole video game genre. A genre that has been quite remarkable in the past decade or so.

I feel that spawning such an influence makes Dear Esther worth of analysis, even if that analysis is more focused on Walking Sims as a genre. I can’t help but wonder how special might have been those few devs who played this back in time and decided to follow the same formula for their own games. Something makes me think that probably, the main source of inspiration for both Dear Esther and other walking sims comes from outside of the game industry. I dare to say that the main source might come from literature. Specifically, post-modern literature, from the likes of Joyce, Faulkner, Virginia Woolf. The use of stream-of-consciousness and inner monologue, the fragmentary storytelling, the use of multiple perspectives, the pacing, the meta-narrative elements at times, the impossibility to tell wtf is going on (therefore, the idea is to go for a kind of experience that is not meant to be understood but simply felt); it’s all there. Of course, this kind of game can be easily linked to games like Myst, Riven, and such. But Dear Esther removes any kind of puzzle, leaving the gameplay at a minimum degree. The only mechanic here is just walking. It’s all about exploration. A veeeery slow exploration. Luckily, later walking sims incorporated different mechanichs and gameplay possibilities.

The only memorable thing about Dear Esther seems to be the concept –which wasn’t really all that well executed- and the atmosphere – just at a few times –, but that seems to be enough to put this game in a glorified place.

Ojalá pudiera estar allí, vaya preciosidad de paisajes.

Honestly can’t remember a thing that happened besides the environments looking pretty. Makes me wish outside was real.

As for as walking sims go, this just doesn't hold a candle to later games. But it was the first.

first off, this game is not for everyone. it is story rich and proof that video games can be art just like paintings and books, however gameplay wise youre just walking. at first it was difficult to piece this story but eventually you realize who esther is and who you play as. i loved the theme of sanity and trying to make sense of your traumatic past.

Played this game some years ago and I can't remember much of the plot now. I gave it two stars on my other website so it probably means that the story wasn't that good to begin with. I think this is an indie game made to captivate people's attention on its visuals but not that type of game that will make you love it for its story.

My first walking simulator ;) It was still something new back then and therefore surprised and convinced me a lot^^ I found the monologues very well written and the design of the scenes very coherent. Even had 1-2 scary moments. You should check it out if you like narrative games.

I need someone to explain this game to me.

Dear Esther is not much more than a below-average walking simulator with a not-very-interesting narrative being spoken to you.

attention to detail is amazing

Yeah, it sets the standard for a walk sim, but the graphics are pretty and it’s a fun way to kill an hour and a half. Plus, the cave level is so breathtaking that it’s worth the price of admission alone.

Generally, I'm down for "walking simulators", but this one didn't really catch on with me. At times, I felt the narrative was being obtuse simply for the sake of atmosphere; this merely may have been my own failing in comprehension, however. The graphics are exquisite, however, especially in the cave environment.

Not my cup of tea personally, the trailer made it look like some spooky adventure game, however all it really is, is a very well done up island with a man narrating his story. Quite interesting and gets you interested immediately, but there is no action and no threat so I've grown quite bored of it quickly.

Great if you love it, nothing wrong with that just not my cup of tea, is all.

This isn't a game, and I don't try to sound dismissive but this is a story using a controller as a vehicle. It's like one of those educational tours that stops has speaker placed throughout a road for you to listen to. And this isn't supposed to be dismissive of walking sims. I just think this is an iggregiously boring one, and one that thinks speaking in complexities makes itself complex. The path itself is incredibly boring and tedious, listening to the babbling itself doesn't really help the situation, and that's it. A game can focus on an incredible story and be mechanically interesting or relevant, or even utilize the facade of a game to enhance the story. These are pieces we should discuss when it comes to games as an artform. This is just crap.

Type of game I play when my hands hurt too much. No effort required , just relax and enjoy story and pretty scenery.

SO innovative literally invented the walking sim and I am not sure whether I can say it has been bested in it's genre. Maybe Stanley Parable, but, who's to say.... I haven't played the rerelease.


The landscapes are the star of the show. The stunning environments slowly unravel and become more and more interesting as you navigate through the game. The game's symbolism is littered all over the island with breadcrumbs for the player who takes the time to stop and zoom in. The island itself changes meaning throughout the game, but the abstract nature of the story leads to many of the clues you discover becoming a dead end in a way that I'm conflicted about. As background ambiance the story didn't need much scrutiny early on, but as it becomes more prominent it also becomes more heavy handed, and it's easier to fixate on the flaws in the writing. I do not like the story or necessarily how it was told, which is unfortunate because you can tell it benefits from multiple playthroughs, but I have no desire to go back and fill in the gaps that I missed.

The game makes great use out of limiting the player to just walking, listening, and looking in order to create the atmosphere of helplessness and lack of control. The game teases the player with exploration but is actually quite linear, and unfortunately there were a couple of chapters I circled back to the beginning without really understanding where to go next. But you can't get too mad at a game that tried something and took some chances and did something very new and refreshing at the time.

This isn’t like duke nukem, half life or doom.
I was lied to.

it was very pretty but quite nonsensical. some of the audio logs were... bizarre and not in a good way. and yeah it really is just walking