To Each and Every Star: The Painful Worlds of The Chinese Room
With The Chinese Room’s latest game, Everybody’s Gone to the Rapture, out today, we look back at the studio’s first two games.
Dear Esther is the closest thing I have to a pilgrimage.
I start on the shore, momentarily disturbing the still life of grass and rocks with my slow footsteps. In the distance I see a radio tower, its light blinking red through the fog of dusk. It’s all so achingly familiar now. I have been here before and I will return here again before long. Despite all my efforts I can never get far away enough to think I can exist without this place.
Dear Esther is a particular kind of horror game, one that actively encourages projection and self-insertion. There are no jump scares. Nothing resembles the slowly building dread of psychological horror seen in Silent Hill. There are high stakes in those games, with the protagonist’s life or fate of the world hanging in the balance. In Dear Esther the cause is already lost. There are no great battles to be fought, no one to save. The games created by The Chinese Room are worlds of mourning where grief is etched into the walls, where we are allowed to explore the ruinscapes of our shattered selves. These are places of breathtaking beauty. Every inch of Dear Esther’s island is gorgeous, from the abandoned lighthouse that greets you to the soggy paper boats you find on the far shore and the caves that make up the belly of the isle, but I’m talking about more than the kind of beauty that’s pleasing to the eye.
Much has been written about Dear Esther’s narrative, with authors putting together wikis, videos and articles explaining what they believe the story is about or offering a series of possible answers for common questions about the game. Who is the narrator? Why does the number 21 show up so much? Why is the game named after a character you only hear referenced a handful of times? Who does the player control? So on, so forth. I can understand the merit and joy that lies within attempting to piece together a story like this, but it’s not a task that’s of interest to me. Dear Esther is best left as an unsettling howl of grief into the sea wind. What the game evokes is far more interesting than the specifics of a plot that’s nebulous at best.
To that end: this is a game largely concerned with ghosts. There are actual spirits you see from time to time if you’re looking in the right spots, but the presence of these specters is nothing in comparison to the ghosts of pain present in the narrator’s voiceovers, all of which play in sequence as you make your way from one end of the island to the other. He tells you about an 18th century shepherd killed by disease, a fatal car crash and tales concerning his own research on the island, but we’re only ever given bits of these stories and how they might tie into each other, which is ultimately irrelevant in my eyes. All that matters is these are stories of pain, of longing and loss, the kind of stories that are easy to relate to or at the very least comprehend on an emotional level. We’re all haunted in one way or another by ghosts like these. People we’ve hurt or lost, moments when we should have gone left instead of right. The real ghosts on the island are not the peek-a-boo figures in the distance, they are the things we’ve done and the things that have been done to us. They’re shame, regret, that creeping feeling that a poor decision you made years ago is finally about to catch up to you.
Overwhelming desolation and isolation are what Dear Esther evokes so well. We are often alone with the crap that drags us down day in, day out in a world largely unconcerned with our baggage. Yet there’s an odd comfort in coming face to face with that realization, especially in a simulated environment created by a team of people who, being people, probably have at least some variation of some of the same hang-ups we do.
That Dear Esther creates a world defined by suffering is not a grand achievement in itself. Developers and publishers everywhere, every year create such universes for the explicit purpose of selling you the license to bring even more suffering into that world, usually by unloading bullets into fleshy things at 30 frames per second. These environments are often bombed-out suburbs or decommissioned space stations with corpses strewn about, big flashing indicators that The World Is In Danger And It’s Up To You To Save It, Heroine. Dear Esther forgoes both grit and blockbuster action in favor of pushing bleak horror through the filter of Terrence Malick’s love for the transcendent. There is disquieting loneliness, yes, a sense we’re standing on the precipice of an ever-expanding void that will swallow us sooner rather than later. But at the core of this game is also an acute awareness of everything that’s lost in the absence of humanity, expressed in a surprisingly romantic fashion; poignant prose from our narrator that extols the value of life and the need for human connection while Jessica Curry’s moving and eerie score, acting as a ghostly choir, does its job in the background:
From here I can see my armada. I collected all the letters I’d ever meant to send to you if I’d have ever made it to the mainland but had instead collected at the bottom of my rucksack, and I spread them out along the lost beach. Then I took each and every one and I folded them into boats. I folded you into the creases and then, as the sun was setting, I set the fleet to sail. Shattered into 21 pieces, I consigned you to the Atlantic, and I sat here until I’d watched all of you sink.
The loss in these words is so profound—lonesomeness and self-loathing strung through each and every syllable—that it hurts even more to hear the narrator read them as though he had written them in the heat of the moment and was now just gazing upon them for the first time in full comprehension of what they meant, introducing himself at long last to the wailing tortured thing that had been growing inside him all along.