Critical Play: Walking Simulators – Jess Cao

How Walking Tells the Story in Dear Esther

Target Audience, Name, Creator, and Platform:
I played Dear Esther, developed by The Chinese Room and released in 2012. I played it on PC, and I would say this game is mainly for players who love mystery, deep storytelling, beautiful visuals, and a slower, more reflective experience — definitely not for people looking for fast action.

When you play a walking simulator like Dear Esther, walking itself is how you uncover the story. You are exploring this strange world, and by simply walking, you are pulling back layers of a tragedy, a mysterious and dark mystical vibe that hooks you in right away. The beauty of the nature captures you, but so much is left unknown — like the cryptic paintings on the rocks, the random appearance of Fibonacci spirals, the scientific references in abandoned huts. It’s like a novel you can’t stop reading, except here you have to physically move through the pages by exploring. You aren’t just observing a story happen — you have to work for it, almost like a detective piecing together scattered memories.

In many ways, Dear Esther mirrors the structure of a traditional story: it has a setting (the haunting Scottish island), characters (Esther, the narrator, and others hinted at), emotional highs and lows, and a blurry, hard-to-reach resolution you’re constantly chasing. The design of the world forces you to move from the beachside to caves to cliffs to abandoned streets, and each environment feels like a new chapter, carrying its own mood. Walking gives a physical sense of progression through the narrative — you’re not just being told a story, you are feeling it unfold under your feet.
Another powerful way the game tells its story is through sound. The soundtrack is incredible. It rises and falls with the landscape and what you’re discovering. In a way, the music itself is another narrator. The shifting melodies and ambient sounds enhance that feeling of tragedy, mystery, and sadness, layering more emotion into an already heavy atmosphere.

One of the most fascinating parts about Dear Esther, after playing it multiple times, is that the story actually changes. The narrator’s memories seem unstable — sometimes Esther’s death was caused by drunk driving, sometimes it was just a tragic accident. Sometimes the narrator sounds guilty, other times he sounds lost. Different snippets appear or disappear, almost like the mind of someone losing grip on reality. It makes you question if the island is even real or just part of a hallucination as the narrator fades away. The design decision to randomize story fragments is brilliant — it adds so much replayability and also reinforces the foggy, dreamlike quality of the world.

The landscape itself is stunning and realistic, but still feels slightly off, like it’s too perfect, too dreamlike. Exploring a world like this, filled with hints of danger but no real risk, makes it even easier to lose yourself in the narrative. The environmental storytelling — from abandoned boats to strange chemical diagrams on the walls — creates this deep urge to find meaning, even if full answers never come. One small critique: the narrator’s snippets are so rich that sometimes I personally feel overwhelmed trying to remember and piece them together. Some players I know love this mechanic and thrive on connecting these fragments, but for me, it can feel like trying to hold onto smoke.

Ethics Response: The Role of Violence
Comparing Dear Esther to violent games we played in section, the difference is so stark. Violent games often show how you interact with violence as a mechanic — and in group settings, I noticed how casual it can feel when you’re around other people. It’s almost like people shrug it off because you’re expected to be violent in a game. We talked in section about how, ironically, players seem more cautious around ethical issues like discrimination than about violence, since real-world violence has a very serious weight that not many players would ever cross in real life.

In Dear Esther, there is no violence you can perform. You’re only allowed to walk and observe, even though the world you’re in clearly carries the scars of violence — an implied car crash, a life falling apart, a death that changed everything. The design decision to exclude player-driven violence actually heightens the story’s emotional impact. It keeps the mystery alive and makes you focus way more on the setting, the loneliness, and the emotions tied to loss. Without the distraction of weapons or enemies, all your energy goes toward interpreting the landscape and piecing together meaning.

Conclusion
Walking simulators like Dear Esther prove that movement alone can drive a narrative just as powerfully — or even more powerfully — than dialogue, cutscenes, or combat. You’re not just watching a story happen; you’re physically uncovering it step by step, absorbing the story through the landscape, the sounds, and the fragmented memories you discover. It’s storytelling through presence, and it’s a beautiful, haunting experience that sticks with you long after you put down the controller.

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