Dear Esther Review

2008‘s Dear Esther, a Source modification developed by thechineseroom, originally a research project group at the University of Portsmouth, was perhaps the most singular game release of that year. In a sense, its arrival brought with it some degree of legitimacy to modifications with narrative and writing in mind.

Encouraged by the game’s overwhelmingly positive reception and feedback, and the initiative of esteemed level designer Robert Briscoe, writer and designer Dan Pinchbeck set out to remake the original, which has now been released on Steam. At the end of 2011, Dear Esther’s popularity and anticipation had reached a deserved fever pitch due to Briscoe’s amazing visual work, and indeed, just a mere six hours after release, the developers had already successfully recouped their investment from the Indie Fund.

Yet here I stand, a review copy in hand, feeling a puzzling hesitance over reopening the metaphorical wounds inflicted by the original. Certainly, I had nothing short of thrusted the ghostly modification upon all my videogaming friends, toting its expert writing and unrivalled narrative exposition. Nabeel Burney wrote about the specifics of the mod here on the Slowdown.

Like Nabeel, I too enjoyed – if that be the word (probably not) – the game immensely. That was not the problem.

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Rage in Numbers

At the time of writing, the main support topic for Rage on the Steam forums has been viewed an amazing 475,000 times. The comparable thread on Bethesda’s forums – a whopping 140,000 views.

In addition to the most egregious issues with texture popping above, Vsync, Anisotropic filtering and texture quality settings were only added in a patch. The first (1st) and only (1) patch. Certainly, omitting these more fine-tuned customization features in this day and age is not in the least unheard of, but finding the paragons of the PC platform since 1991 – Id Software – as the offending party is rather inconceivable, even in a gaming world where Crytek, Epic and Rockstar Games have long since bailed out.

The texture popping above is related to the game’s texture Auto-Balancer, which somehow tends to load and utilize 4096k textures instead of the much crisper 8192k (or the gargantuan 16384k textures that take most of the game’s 21659 Mb install size!). 1)http://www.geforce.com/News/articles/how-to-unlock-rages-high-resolution-textures-with-a-few-simple-tweaks

More puzzling yet is the inability for players to bind numpad keys properly – especially the number 5(!?) – leaving left-handers in a proverbial bind. Different mice and keyboards are exhibiting various symptoms as well.

Let’s not even mention the 64-bit executable. …or lack thereof. Let us however mention the missing idstudio level editor, which is apparently dependent on the very same 64-bit .exe.

To wrap up this terribly clever post before things get utterly out of hand, we could take a look at the game’s collector edition (check out the comparison photo on the left), which comes bundled with a Rage comic that not only is 2/3 the size of the normal issues, but also only contains 2/3 of the Rage story arc. Boom!

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The Humble Frozen Synapse Bundle

I was almost going to let this pass by without making a note. Another Humble Bundle has gone up, but it’s one of those inbetween ones without a number; moreoever, it was initially offering only one main game, which felt somewhat off and going against the community vibe that the previous bundles have had. But when that one game happens to be my favourite indie game of the year, and on top of that they go and add my second favourite indie game of the year 1)http://blog.wolfire.com/2011/10/SpaceChem-Added-To-The-Humble-Frozen-Synapse-Bundle, I just can’t deny it acknowledgement. There is over a day left and the total purchases just reached the million milestone. So what the heck, go ahead and buy yourself some substantial hours of smart indie gaming.

So what do you get for your voluntarily-sized payment this time? No less than Frozen Synapse and SpaceChem, two indie heavyweights, as well as Trauma and the previous Frozenbyte bundle if you pay above the average. As well as, of course, the opportunity to donate towards two charities, EFF and Child’s Play. As usual there is additional bonus content included with your key that inflates the total value to ridiculous proportions, such as the soundtracks and editors for some of the games, not to mention registration keys for Steam, Desura, OnLive and Direct 2 Drive should you feel the urge to add DRM to your DRM-free games.
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Rumble In The Bundle

The Humble Indie Bundle is back with a new sale in the name of indie games and charity. You know the drill, pay whatever you want for a set of DRM-free games, and divide your payment into portions going towards the developers, charity, and the bundle initiative itself. I’m a little late in posting but fret not, there is still plenty of time before this offer expires. As is the norm for this project, the reception has overwhelming and the sales numbers have already crossed the $1 million mark.

This time around the games are VVVVVV, And Yet It Moves, Hammerfight, Crayon Physics Deluxe, Steel Storm and Cogs. Purchasing the bundle gives you a unique link to download the games completely free of any DRM as well as bonus activation codes for Steam and Desura; additionally, they have thrown in a free trial of Minecraft. If that wasn’t attractive enough, the whole of Humble Bundle #2 will be available too if you pay more than the current average.
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ReVVVVVView

Terry Cavanagh‘s seminal platformer VVVVVV dropped last January, and I gave a brief heads-up noting its brutal difficulty and audacious $15 pricetag. Since then the game has hopped onto the Steam bandwagon and has had its price slashed to a much more reasonable two-thirds less 1)http://www.indiegames.com/blog/2010/09/vvvvvv_now_on_steam_for_cheap.html, which makes it an irresistible indie option for platformer fans. And as I mentioned in my recent summary of 2010, VVVVVV turned out to be one of my favourites of the year.

You play as space Captain Viridian whose crew is scattered across a space station in a strange alternate dimension. The controls are extremely simple, you can move left and right, and switch the direction of gravity. There is no jump or changing direction in between a la And Yet It Moves – you can only either fall downwards or upwards. The mechanics don’t change or become more complex than this; within this basic framework Cavanagh pits you against the environment and enemies in ways that will test your reflexes and your muscle memory. The game is compatible with a controller, but the keyboard is absolutely sufficient. The acceleration curves may take a little getting used to; while the controls are responsive, your affable avatar carries momentum which may leave some players grumbling about his delayed stop.

The initial few minutes of the game have you negotiating a series of rooms with traps and creatures, but the game soon opens up and you are given much more freedom in your exploration and the order in which you rescue each crew member. In addition to the main objective, there are various trinkets placed around the world, requiring you to do the near-impossible to reach them. Believe you me, some of them are a downright bastard to get. Getting them all unlocks a postgame feature, but I suspect the self-satisfaction and bragging rights will be reward enough for your persistence. Every now and then you may encounter a computer terminal that will impart snippets of story or reveal a new area on the map. Talking to your crew once you have rescued them also expands on the story, which is surprising.

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