it shows the source engine still can look absolutely fantastic
i also checked my frame rate at one point and it was capped out at 300. thats pretty amazing for a game that looks quite good
it shows the source engine still can look absolutely fantastic
i also checked my frame rate at one point and it was capped out at 300. thats pretty amazing for a game that looks quite good
I played this again today - it is actually worth a second playthrough, you get different narrative snippets and the first time I didn't get the underwater motor-way scene. Half the narrative snippets were new to me.
I also replayed it.
The underwater motor way scene was different the second time, first time I saw two cars, this time a single hospital bed.
Also I noticed the ghosts this time. No wonder it felt haunted the first time through, it fucking well was!
Locations I saw ghosts:
- Top of the lighthouse at the start.
- In front of the old house on the grassy hill where your camp bed is
- On the cliff path to the left as you explore the wrecked cargo ship.
- When you exit the caves one watches you from the top of cliffs the entire time. Only disappearing when you get all the way up there.
- Bottom of the aerial tower behind the fence. This one doesn't disappear. You can see it's glowing eyes.
Also I noticed this time I didn't get the gull flying over your head making you duck event either.
There's something about this game, I kinda want to play it again now... Think I'll wait a few days though.
I haven't seen the underwatermotorway at all.
Video?
Same here. I saw some shapes the few times I walked/fell into deep water but I couldn't identify it.
It's impossible to finish the game without hitting that as far as I know. Might be some bizarre bug.
It's the last drop into water in the caves. You come up right before the light leading to the exit.
So it seems the game is a huge success: 16,000 copies sold in the first 24 hours and the IndieFund investment ($55k) was covered in about 5 hours and a half. Game was profitable after that point.
http://indie-fund.com/2012/02/dear-e...rs-30-minutes/
By the way, am I the only one who took at least 100 screencaps on his first playthrough?
Yeah I pretty much made a video from all the screenshots I took.
Also, did anyone ease feel extremely uneasy looking down that huge hole outside before you enter the cave? I could hear a woman crying at the bottom.
Where can you buy the soundtrack?
http://en.wikipedia.org/wiki/Ethylene_glycol
That's the Chemical Compound seen in the lighthouse at the beginning.
look at its uses :v
I didn't get it on my first playthrough either. I think there is a small chance that it doesn't happen.
Just contributing a screenshot too.
![]()
That's awesome. $10 is still "too much" for what it is, but I thought it was interesting enough to warrant a purchase, as I want to encourage these types of games more. Plus it's kind of a gold-mine art-gallery from a level design perspective, which is interesting to me as a level designer.
I just hope most of the people who bought it within the first 24 hours were of similar mindset to me, and weren't expecting something that would give you your "$10 worth" in playtime or game experience, and just wanted to support something that is pretty cool and an interesting experiment.
You can get it from the game´s directory.![]()
Eh, it's short but I think it's $10 worth of game quality - not just a 'bonus' for donating to the developers. The replay value is actually surprisingly good too.
Also - it's interesting how on the first page of this thread most people are hating the mod and insulting it. I suppose the comments are all positive for the game because people only bought it if they knew what sort of thing it was they were getting. The mod was good - but the game is perfect.
Honestly with this being perceived as low value for the money I think the soundtrack should be free to people who own the game.
I got what I wanted out of it but a soundtrack would put it up with other games in that price bracket for the people who have a tight game budget.
I think it's a quality game in most respects, some less than others. For example I feel like removing all forms of interactivity is a downside, not an upside even for a game like this, and it would have really benefitted the experience if the user could be drawn in more so they didn't feel like they were a camera on legs.
That's not to say I walked away from it feeling bitter about it - because I didn't. Its a nice game you can play anytime that I can see one go back to when you are sad or just want to "isolate" yourself in something that is borderline transformative. But from a dollar-spent-to-time-spent ratio, it's pretty bad. Perhaps not fair to judge a game like this on those merits, but many people are like me in that respect this day and age. "A game's worth is judged by amount of quality hours spent per dollar spent"
Just finished this, was amazing
So the guy is a seagull, right?
Is it just me or is there no way to enable HDR in this game? Seems like something it should have but I can't find any indication of it existing.
No just any seagull though. It can use a torch!
That would explain the accident.
I'm pretty sure he is a pidgeon
Oh shit I went in there but never noticed it.
Bricks, I just shat them.
No, he was a pelican.
is it me, or does this image look far more like a painting than a screenshot? I would be able to tell that the others where taken in a game, but i'd probably have guessed wrong here.
Also, i played through the entire thing and didn't realise that you were being followed/haunted by ghosts the whole time . I feel really unobservant now.
Okay, did he look like this?
Edited:
I didn't notice this on my playthrough either, also i have a question Who drew all thos weird words and chemical stuff on the walls, was it the protagonism, the one you're playing, or someone else on the island?
I just noticed something amazing. When you look in the console while playing, the save message looks like this:
On my first playthrough it said (paul) instead. That would mean it chooses at random which of the three persons you play and hear the story of? :OCode:SAVEGAME: 0.6kb, 0.0kb used by 0 entities (donnelley)
The levels are named after characters. Four total, paul, jakobson, esther, and donnelley. Not entirely sure what order they're in though.
Edited:
It lacks a lot of obvious video game artifacts. No heightfield looking terrain, not many underdetailed textures, no visible repeating textures/geometry and zero aliasing.
Ah, you're right.
It's just that the picture doesn't visibly contain the traditional little details that we've learned to recognize a game screenshot by, such as inconsistent coloration, pixelated or repeating textures, visible polygon vertexes, jagged edges etc.
I'd say this game is fairly popular, the website of Dear Esther is down because: "The allowed bandwith for this account has exceeded.". I love that this game broke out to massive population and didn't linger to be "forgotten", absolutely love this game and it deserves all the attention it gets.
It's still pretty much topping the Steam sales list
Edited:
Wow nice, it's almost half-way up the 100 most played games list:
To think it's been topping all those games in terms of activity...
I must have more games like this.
I would love to explore a more urban setting with that kind of storytelling, textures and mystic. It felt genuinely bleak and it's something that Ive never thought video games would ever accomplish.
Imagine an entire post-apoc city you'd have to explore and it's full of clues, notes, photos etc as to what happened to that city. Id play that shit to death.
Probably a dumb question but did you try The Stanley Parable?
I have, but not quite related I think.