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11 ‘I will abandon this body and take to the air’

The suicide at the heart of Dear Esther

Abstract

Gothic themes, tropes and narrative converge in the 2012 videogame Dear Esther. Set in perpetual twilight, on a deserted Hebridean island, this game is part of a growing sub-genre known as the ‘first-person walker’, which involves the player exploring a typically Gothic space – a setting as evocative as that of Frankenstein or Wuthering Heights. Through a subversion of gaming expectations and tropes, this chapter argues that Dear Esther's control system and lack of interactivity with the game’s landscape allows the player to take the role of a ghost, haunting the island, as she uncovers a narrative of loss and suicide. The chapter further argues that through the game’s construction, the player forces the narrator – an unnamed male whom the player hears as she walks across and even inside the island, delivering fragments of letters to the titular Esther – to endlessly repeat his suicide and the events that lead to it.

Abstract

Gothic themes, tropes and narrative converge in the 2012 videogame Dear Esther. Set in perpetual twilight, on a deserted Hebridean island, this game is part of a growing sub-genre known as the ‘first-person walker’, which involves the player exploring a typically Gothic space – a setting as evocative as that of Frankenstein or Wuthering Heights. Through a subversion of gaming expectations and tropes, this chapter argues that Dear Esther's control system and lack of interactivity with the game’s landscape allows the player to take the role of a ghost, haunting the island, as she uncovers a narrative of loss and suicide. The chapter further argues that through the game’s construction, the player forces the narrator – an unnamed male whom the player hears as she walks across and even inside the island, delivering fragments of letters to the titular Esther – to endlessly repeat his suicide and the events that lead to it.

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