1/4/2024 0 Comments Dear esther half lifeIn addition to my current teaching at DePaul University and the University of Chicago, I also serve as the grants administer for Chicago's Storycatchers Theatre. I have taught film and videogame analysis to college students and video production to high school students, worked as a video editor, curated screenings, organized conferences, secured grant funding for educational games, and published criticism. Formerly a Half-Life 2 mod by university lecturer Dr Dan Pinchbeck, and now given an extremely fancy refab at the hands of Mirror's Edge artist Rob Briscoe, Dear Esther is a first-person. I write and teach in the areas of new media, cinema, and the arts, across a breadth of levels and specialities. (I was right when I predicted that, because my day job has me writing all day long, I would have less patience for it outside of work.) Expect more in the future.Ĭontinue reading → Critical Musings, Posts by Ian Act 3 Games, Campo Santo, Dear Esther, DICE, Firewatch, Gone Home, Half-Life 2, herding, himitsu-bako, Insomniac Games, Let's Study, Limasse Five, Mirror's Edge, Monolith Productions, NaissanceE, Resistance 3, The Chinese Room, The Fidelio Incident, The Fullbright Company, Valve, video essay, wander games I then investigate how the pleasures of the well-constructed linear first-person shooter have been transformed and absorbed into himitsu-bako/ wander games (which I just give up and call “walking simulators” in the video, so that people will know what the hell I’m talking about).Ĭreating video content takes much longer than other types of blog content, but I also find it much more rewarding. In it, I look at how Valve’s “herding” techniques were adopted and expanded upon by subsequent developers, taking a peek at things like Insomniac Game’s Resistance 3, Monolith Production’s 2000s-era output, and DICE’s Mirror’s Edge Catalyst. While designed in the First-Person Shooter format, it is in reality more of a sparse, linear narrative with complete emphasis on the plot, and as such is probably the Trope Codifier for Environmental Narrative Games. If you just want to watch the seventh and final part, it is here. Dear Esther is a mod created by The Chinese Room, built with the Source engine (the same used for Half-Life 2, among other games). I have embedded the entire finished series above. It’s been a long haul, but my series of video essays on Half-Life 2 is now complete.
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