Does this have some kind of wiki?
We'll need to know location of every ghost
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
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.
I cried when I played this.
The first hole before the house, am I supposed to go in there? I played the original so long ago.
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.
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.
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).
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.
It's cool how your torch breaks at the start of the caves. (Bottom centre of the last screen.)
When you first go over the rock bridge over the underground river a single paper boat floats underneath you.
This kind of made me stop and look for a bit.
Played through at like 4 AM and tired as fuck. Guess I should play it again when I'm more awake.
I wonder if the stuff will work in gmod.
Hmm, every map seems to have 2-4 ghosts.
Checked from console.
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.
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.
what the heck do you use to upscale and downscale shit anyway?