The Videogame Corner: Dear Esther

Game: Dear Esther: Landmark Edition
Developer: The Chinese Room
Genre: Walking Simulator
Releases: 2012 (PC), 2016 (Playstation 4, Xbox One)

Its been some time since I look at a Walking Simulator, so why not give another one a go. After titles such as “Gone Home”, “Firewatch”, and “Where the Water tastes like Wine” I got another title in the genre that puts immersive storytelling over gameplay. And as you will see in the article that follows this paragraph, “Dear Esther” takes this idea and cranks it up to eleven. I went in completely blind, as with all the Walking Simulators, since it makes sense not to be spoilered beforehand in order to collect puzzle pieces and create one’s own unique experience. However, as “Dear Esther” is probably the title that coined the phrase “Walking Simulator”, it does have its shortcomings. I mean, the game started as a Source mod back in 2008 before becoming a stand-alone title years later. So, let us see what this genre-defining game has in store; and yes, this article has spoilers.

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The Videogame Corner: Where the Water tastes like Wine

Game: Where the Water tastes like Wine
Developer: Dim Bulb Games
Genre: Adventure Game/Walking Simulator
Releases: 2018 (PC), 2019 (Nintendo Switch, Playstation 4, Xbox One)

As you might have noticed, dear reader, I do not mind playing Walking Simulators. Both “Gone Home” and “Firewatch” were interesting experiences that I started playing with absolutely no expectations but that managed to get their hooks in me after a short while. I do admit that the genre strays far from what some people might understand as videogames, but a more laidback and artsy approach does certainly not keep me from playing a title. “Where the Water tastes like Wine” presumably wants to scratch that same itch, wandering around, seeing things, collecting experiences, and having a story told to you in which you still steer the character. I found the game in a list of recommended titles and knowing nothing about it but being interested in the scenario and the hand-drawn design I bought the title for about 2€ during a Steam Sale; and it certainly makes for an interesting title to look at during Blaugust 2022. So, let us see what the in-game 1920’s America has to offer.

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The Videogame Corner: Firewatch

Game: Firewatch
Developer: Campo Santo
Genre: Adventure/Walking Simulator
Releases: 2016 (PC, Playstation 4, Xbox One), 2018 (Nintendo Switch)

The debate about whether videogames are also a form of art has various arguments on either side; but if I as a layman in all things artsy would have to point to an example for what art in videogame form could look like, I would probably point to “Firewatch”. I am sure that some readers will see the “Walking Simulator” in the genre section and are already over the hill by the time I finish this sentence, but while it is perfectly okay to not play certain genres or gametypes I can only urge people to give this title a go. This was a recommendation from schreppybroepke that I placed in the waiting line for far too long but it is an interesting story about humans, communication, and problems that you have no power over and cannot control changing your life. I will try to keep this as spoiler-free as possible since it is best to experience the title on your own, but for Blaugust 2022 day 18 here are some of my thoughts about “Firewatch”.

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The Videogame Corner: Gone Home

Game: Gone Home
Developer: Fullbright
Genre: Adventure Game/Walking Simulator
Released: 2013 (PC), 2016 (Playstation 4, Xbox One), 2018 (Nintendo Switch)

Blaugust 2022, day 12. I have another game review in store, but not in the classic gaming idea. See, not all games need to ask for a lot of button presses, nor does every game need action to work. Sometimes you can just experience things in a videogame without doing much more than walking around and actually … well, experience things. A game genre known for serving exactly that purpose is the so-called “walking simulator”, both in regard to what is mostly done in the game as well as a slur by people that disregard them as actual videogames. Now, I do not want to open the debate about videogames as an art form and all that, but the game at hand, “Gone Home”, was in my opinion a nice way to tell a story without asking the player for that much really. So, here is the article for a game in which button presses are secondary, and taking in the surrondings is key. Oh, and there will be spoilers; and I mean it, since there are basically two reveals in the game and I will spoil them both in this article.

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