A deserted island... a lost man... memories of a fatal crash... a book written by a dying explorer. Dear Esther is a ghost story told using first-person gaming technologies. Rather than traditional gameplay, the focus here is on exploration, uncovering the mystery of the island, of who you are and why you are here. Fragments of story are randomly triggered by moving around the environments, making every telling unique. Features a stunning, specially commissioned soundtrack. Forget the normal rules of play; if nothing seems real here, it's because it may just be all a delusion. What is the significance of the aerial - What happened on the motorway - is the island real or imagined - who is Esther and why has she chosen to summon you here? The answers are out there, on the lost beach and the tunnels under the island. Or then again, they may just not be, after all...

Post news Report article RSS Feed Dear Esther: Gamasutra Interview

A new interview with Dear Esther designer Dan Pinchbeck at Gamasutra

Posted by chineseroom on Jul 2nd, 2009

There's an interview of me talking to Phill Cameron up at Gamasutra, where Dear Esther is described as "a sleeper hit", which is nice!

The interview covers the music, story, initial ideas, the relationship between research and modding and a little bit of Korsakovia thrown in for good measure. It's up here:


(The concept art below is Ben Andrews' again - what a star...)

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stenchy Jul 2 2009 says:

Great interview! Don't see the concept art though...

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chineseroom Author
chineseroom Jul 3 2009 replied:

Did it not show - OK - go here to see it all:


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dissonance Jul 2 2009 says:

Holy ****, a Gamasutra interview... you're certainly moving up in the world.

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chineseroom Author
chineseroom Jul 3 2009 replied:

cheers - I think that pretty much sums up my reaction to it as well...

+1 vote   reply to comment
Kastanok Jul 9 2009 says:

Fascinating read at 1.30am when you can't sleep.

I would love to see something in a similar vein to Dear Esther or Korsakovia or a series of similar experiences worked into a 4-6 hour structure. Could definately see it as a series of 'chapters', exploring the minds and/or memories of patients in a mental hospital, using the hospital as a kind of hub. If I was doing it, I'd have to be forcibly restrained from inserting Psychonauts and Twelve Monkeys references.

'Existentially bludgeoning an invisible zombie with an identity crisis' - and there's the pull-out quote.

+1 vote     reply to comment
chineseroom Author
chineseroom Jul 10 2009 replied:

The hub idea is a really good one - i really like that. could be a way of bolting quite distinct shorter mods into a central structure. hmmm...that's got me thinking!

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