1. Post #281
    install gentoo's Avatar
    May 2011
    499 Posts
    Dear Esther awakens the beard stroking art guy in me.



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  2. Post #282
    I make awesome maps that never see the light of day
    oskutin's Avatar
    January 2007
    6,007 Posts
    Does this have some kind of wiki?
    We'll need to know location of every ghost
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  3. Post #283
    Gold Member
    KorJax's Avatar
    January 2007
    8,995 Posts
    What I love about this, is that it is one of the few "games" to accomplish a more "introverted" level design in my eyes.

    What I mean about that, is if you think about it, a lot of games this day and age do something I like to call "extroverted" level design, where it's all focused on just using the space as a vehicle to show something off or serve as a static mechanism to dazzle the player through the gameplay. Attention grabbing, loud, lack of atmosphere beyond color filters and/or shader effects.

    "Introverted" level design on the otherhand would ideally evoke similar feelings that enviornmental photography tries to evoke on an artistic level. The level doesn't dazzle the player or act out as a structure for the more "interesting" surface level aspects of the game, it's wholly focused on itself, and building a deep, almost unconscious relationship to the player instead of being blunt about it.

    Every person is introverted and extroverted, and most of the time there is one aspect that is more dominant (which is how someone is considered an introvert or an extrovert). However even the most staunch extrovert has an introspective side to him/her, and its through these moments that real insight can happen with issues that a person might have in their life. I believe spaces are the same way, they can be "introverted" or "extroverted" in how they are designed both from an artistic point of view, but how they are made and play. How can a level, or a game, have any real impact on the player without even a little bit of an introspective edge to it's design? It's hard for a level to connect to the player on any level without it. And it's extremely rare for me to play a game that truely embraces that mature "introverted" angle a level can have, which is a shame to me.

    Because in my eyes, that is one of the most amazing ways to design a level. It means the environment by itself is powerful, deep, confident yet quiet and begs to be read or "figured out" like a good book. It's level design where the level design alone is enough to make an impact, because it doesn't rely on trying to grab your attention, dazzle, or simply acting as a vehicle for something else.

    I think that's why DE has that allure to it, despite being short and having virtually no gamplay. It's one of the first true experiments in what pure introverted level design can really do - and in my eyes, it works.

    Wow, that went on longer (and more pretentious) than I thought
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  4. Post #284
    Gold Member
    Appolox's Avatar
    December 2008
    3,708 Posts
    What you mean by that is that all the levels are made strictly with the grid these days, they seem to be made by some form of mechanical slaves not artists, just people hired who know how to texture and model, a concept artist gives them something and they have to do it and over and over, you have a lead designer who has his own vision and people follow his vision.

    We know on this project worked only one person, right from the start to the end he had all the control over the whole thing so it's like an contemporary interactive art piece.

    I played Dear Esther and I had this long forgotten feeling of days back when video games had story to tell, a good story at that. I sat all day thinking about it, just remembering all the interesting things I saw and heard.

  5. Post #285
    install gentoo's Avatar
    May 2011
    499 Posts
    Photoshop wouldn't stitch the right side of this one, had to do it by hand. There's probably some gigantic error somewhere that my eyes are too tired to see.


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  6. Post #286
    Gold Member
    kaine123's Avatar
    February 2010
    7,268 Posts
    I cried when I played this.
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  7. Post #287
    Disco_Potato's Avatar
    January 2012
    421 Posts
    Moar screens!












  8. Post #288
    Kahgarak's Avatar
    May 2008
    3,208 Posts
    I cried when I played this.
    Games never made me cry until now.
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  9. Post #289
    The first hole before the house, am I supposed to go in there? I played the original so long ago.

  10. Post #290
    rakkie20's Avatar
    August 2009
    1,145 Posts
    The first hole before the house, am I supposed to go in there? I played the original so long ago.
    What? The shaft? Yeah, jump in there

       Muhahahaha   

  11. Post #291
    At the end is it supposed to be just black. I finished recording my whole playthrough but I got nothing. I assumed credits would roll.

    Edited:

       in the first game I thought there was a submerged car. I never found it in this version. Did I miss it or is it gone? I looked.   
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  12. Post #292
    rakkie20's Avatar
    August 2009
    1,145 Posts
    At the end is it supposed to be just black. I finished recording my whole playthrough but I got nothing. I assumed credits would roll.

    Edited:

       in the first game I thought there was a submerged car. I never found it in this version. Did I miss it or is it gone? I looked.   
    I thought my game crashed at the end yes, and there is    An underwater motorway scene   
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  13. Post #293
    Gold Member
    mix999's Avatar
    January 2005
    677 Posts
    Just played though it, it was fantastic! My only complaint is the price, it definately should have been $5 as it is only an hour or so in length (lets say 2 hours as theres some diverging paths/random events).
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  14. Post #294
    I thought my game crashed at the end yes, and there is    An underwater motorway scene   
    That's not what I meant.    I got to the roadway section. But I remember a car in the original, inside the cave under one of the pools with the lights still on.   
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  15. Post #295
    Gold Member
    noodleboy347's Avatar
    August 2008
    925 Posts


    Sort of reminded me of the beach from Kingdom Hearts
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  16. Post #296
    Gold Member
    Hell-met's Avatar
    April 2009
    3,906 Posts
    I'm an idiot and hardly understood the story.

    But holy shit this is stunning. Really proud of source right now. Valve better pull off something amazing for their next game with this technology.

    Also the walking speed was annoying, but that's nothing a cvar can't fix.



       come back   
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  17. Post #297
    Harakiwi's Avatar
    November 2010
    565 Posts
    That's not what I meant.    I got to the roadway section. But I remember a car in the original, inside the cave under one of the pools with the lights still on.   
    I missed that from the original. It added that surreal effect to the mod. I mean,    how on earth got that car there?   

  18. Post #298
    Gold Member
    Hell-met's Avatar
    April 2009
    3,906 Posts
    also yeah the last "encounter" is randomized

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  19. Post #299
    Zips's Avatar
    November 2008
    1,287 Posts
    also yeah the last "encounter" is randomized
    Randomized how?

    I played through it earlier and loved it. I can only hope Valve takes notes on what this team did in terms of density of visual splendor.

    Also, I'm not sure it was already noted but at the end during the    black screen. Quick save (F6) and then Quick Load (F7 I think)... Nice touch there with the sky trails being the main focal point.   

  20. Post #300
    Gold Member
    megafat's Avatar
    January 2005
    4,673 Posts
    Probably a dumb question but did you try The Stanley Parable?
    There's a game i wouldn't mind paying money for. That should come out as a $5 indie title.

    Also, i don't think you can take a bad picture of this game.

  21. Post #301
    Gold Member
    Hell-met's Avatar
    April 2009
    3,906 Posts


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  22. Post #302
    joh
    Gold Member
    joh's Avatar
    March 2005
    583 Posts


    It's cool how your torch breaks at the start of the caves. (Bottom centre of the last screen.)
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  23. Post #303

    September 2011
    126 Posts
       When you first go over the rock bridge over the underground river a single paper boat floats underneath you.   
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  24. Post #304
    Gold Member
    UnidentifiedFlyingTard's Avatar
    March 2009
    7,453 Posts


    This kind of made me stop and look for a bit.
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  25. Post #305
    Gold Member
    mixshifter's Avatar
    June 2009
    8,467 Posts
    Played through at like 4 AM and tired as fuck. Guess I should play it again when I'm more awake.

  26. Post #306
    gothiclampshade's Avatar
    August 2010
    842 Posts
    It's cool how your torch breaks at the start of the caves. (Bottom centre of the last screen.)
    Holy shit, I didn't notice that either. Either I'm really, really unobservant or there's so much detail put into this that you'll never spot it all in the first walkthrough.
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  27. Post #307
    joh
    Gold Member
    joh's Avatar
    March 2005
    583 Posts
    Holy shit, I didn't notice that either. Either I'm really, really unobservant or there's so much detail put into this that you'll never spot it all in the first walkthrough.
    To be honest, I didn't notice until I was looking through my screenshots of my first playthrough and saw it. How creepy would it be if you found one of the ghosts in your screenshots without having seen it when you snapped the screen?
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  28. Post #308
    I make awesome maps that never see the light of day
    oskutin's Avatar
    January 2007
    6,007 Posts
    also yeah the last "encounter" is randomized
       Did you become bird?   

    Edited:


  29. Post #309
    install gentoo's Avatar
    May 2011
    499 Posts



  30. Post #310
    C4rnage's Avatar
    November 2009
    2,284 Posts
    16k units sold on first day
    http://dear-esther.com/?p=630

    did they put subtitles?
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  31. Post #311
    Gold Member
    luck_or_loss's Avatar
    January 2007
    3,464 Posts
    This


  32. Post #312
    Gold Member
    Vasili's Avatar
    December 2007
    8,822 Posts
    I wonder if the stuff will work in gmod.
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  33. Post #313
    I make awesome maps that never see the light of day
    oskutin's Avatar
    January 2007
    6,007 Posts
    Hmm, every map seems to have 2-4 ghosts.
    Checked from console.
    (Ent_fire ghost_*

  34. Post #314

    September 2011
    126 Posts
    I found how get wireframes: r_drawstaticprops 2

    Also toggle displacements on/off with r_drawdisp 0/1.

    Interestingly all the prop geometry is really simple. Almost all done through amazing texture work and displacements.
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  35. Post #315
    I never saw that. I got this:




    Edited:

    16k units sold on first day
    http://dear-esther.com/?p=630

    did they put subtitles?
    yes
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  36. Post #316
    Gold Member
    killer89's Avatar
    November 2006
    1,072 Posts
    I wonder if the stuff will work in gmod.
    Dear Esther runs on P2-Source, so you can do the math.
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  37. Post #317
    Lt_C's Avatar
    March 2007
    2,114 Posts
    I wonder if the stuff will work in gmod.
    A man can dream...
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  38. Post #318
    Not that any of you care since you all have the game. I'm uploading my playthrough http://www.youtube.com/playlist?list...eature=edit_ok


    I recorded at 2560x1440, scaled down to 1080p to smooth out edges even more.
    Ran 16xQ AA and 8x Transparency SSAA, also 16xAF, and everything else maxed out.

    Tonight when I finish some school work I'll be working on a side by side comparison between this and the original.

  39. Post #319
    Gold Member
    s0m3_guy's Avatar
    July 2007
    4,753 Posts
    what the heck do you use to upscale and downscale shit anyway?

  40. Post #320
    ARERARAGI <3
    Jammymanrock's Avatar
    July 2007
    337 Posts
    what the heck do you use to upscale and downscale shit anyway?
    you can do it automatically in some recording programs like dxtory