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Dear Esther (The Chinese Room) Available for download from Steam.com for $9.99 |
Plot Summary
An experimental first person video game. You only have the ability to navigate across the various landscapes. As you reach certain areas of the island, narrations are triggered. But the story is not told in a linear way. Instead you hear (and see on screen) words that seem to be from letters -- perhaps written to Esther. The narration reveals the history of the island via discussion of a cartographer named Donnelly, they also discuss Esther's death, and a man named Paul who may be the drunk driver who killed Esther. It's not clear who the player controls, but it seems likely that you see through the eyes of Esther's husband.Critical Evaluation
For a video game, Dear Esther, is particularly unusual. You cannot interact with the landscape other than to walk through it. This may turn some gamers off. Especially those who are accustomed to shooting everything they see. In my two hours of play, the only living things I encountered were birds. On the other hand, those people looking for a unique experience -- a game that washes over you as you navigate through a landscape -- and those who appreciate a complicated narrative will enjoy the game. In order to keep the interest of the players, the game features a haunting story and gorgeous landscapes. It's a unique game that places story above all else.Reader’s Annotation
You wander around a mysterious island with abandoned houses and shipwrecks as you ruminate over the journals of a cartographer, a man named Paul (who may be responsible for the death of your wife), and your wife Esther.Information about the author
From the official website:The Chinese Room is an award-winning game development studio based in Brighton, but working remotely across the United Kingdom. We released our first game, Dear Esther, in February 2012 to critical and popular acclaim. Dear Esther went on to win ten major awards in 2012 and was nominated for many more, including 5 BAFTAs.
Our next published title will be Amnesia: A Machine for Pigs, a sequel to the cult horror developed by Frictional Games. We acted as a third party developer in collaboration with Frictional to create this game. We are currently working on an unannounced new title, details of which will be made public in late summer 2013.
The Chinese Room is a small studio with core values of passion and innovation. We love games and this drives every project we undertake. (Chinese Room, 2013)
Genre
Video GameCurriculum Ties
The game doesn't likely have specific ties to curriculum. But might teach about plotting as the various fragments of narrative are generated somewhat at random. Playing the game a second time will alter the order of the narrative (it's somewhat reminiscent of one of my favorite books: B.S. Johnson's The Unfortunates, which comes as a series of pamphlets in a box that can be read in any order).Booktalking Ideas
1. The game might particularly appeal to people looking for a more thoughtful less violent game. People who enjoy novels may like the game.2. The other major selling point of the game is the scenery; some screenshots might pique the interest of the audience.
Reading Level/Interest Age
8th grade and up.Challenge Issues
In the game's final cut screen the character leaps off of a radio tower. As you fall you fly across the beach, and the shadow of a bird flies off. While this is fairly ambiguous, the implications of committing suicide are there. Also the narration speaks of drunk driving.I would openly greet any patron who presented a challenge to the work, giving them ample time to detail their complaint. I would listen attentively. To respond to these challenges I would have some reviews of the work on hand. I would be prepared to explain that as a public institution libraries "cannot limit access on the basis of age or other characteristics" (ALA, 1999). I would have copies of the library's collection policy on hand. I would be prepared to politely discuss that parents can control what their children are exposed to by coming to the library with them and examining books they check out. If the Teen Advisory Group had written reviews of the work I'd have them handy. While it may be of little comfort to certain parents, I would also be prepared to discuss my staunch support of intellectual freedom and abhorrence of censorship. As a last resort, I would be sure to keep copies or a reconsideration form on hand.
Why did you include this book in the titles you selected?
When it comes to video games, I'm mostly interested in what's happening with independent games as this is an exciting and expanding market.References
American Library Association. (1999). Strategies and tips for dealing with challenges to library materials. Retrieved from http://www.ala.org/advocacy/banned/challengeslibrarymaterials/copingwithchallenges/strategiestipsThe Chinese Room. (2013). Profile. Retrieved from http://thechineseroom.co.uk/profile/
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