




This game has shown some parallels with my own project. First of all, the only interactivity is exploring and observing the environment. By this method, along with narrated extracts from letters, the player is drawn into the narrative. Although the letters give the specifics of the story, it is the environment that sets the mood and backs up the details. As my final piece will also be an environment with the purpose of setting the theme and mood, this is a great published example to look at. The second reason Dear Esther is relevant to my project is the content; the somewhat bland and weather beaten island hides beneath it a system of caves rich with crystals, stalactites and vibrantly-lit chambers. My environment will feature a street ravaged by civil unrest, through which an unexpected cave of crystals is exposed underneath.
No comments:
Post a Comment