Partly as research into the Source engine, and how people have tweaked it for mods, and partly because I’m intrigued whenever a game with depth gets attention (especially when it’s a write up from these guys:
Rock Paper Shotgun), I downloaded and played through
Dear Esther, and
Korsakovia, a couple of Half Life 2 mods developed by
thechineseroom, a small team at Portsmouth Uni working on injecting more emotion and meaning into games.
Having said that, the first mod,
Dear Esther, isn’t really a game, it’s more like a first-person poem; a thought-provoking, sorrowful one at that. Whereas
Korsakovia plays more to classic game tropes, and is made worse as a result. Before I continue, I must stress that I am not saying that the content of
Korsakovia is unsuited to a game format, simply that the addition of badly implemented ludic elements to a strong narrative has harmed the overall impression of the product. I suspect there’s a great game in
Korsakovia, it can certainly do tension, but the level design and core mechanics need serious attention to eliminate the mounting frustration that comes from a play session.
Okay, so some details then:
Dear Esther takes place on a remote Hebridean island where you assume the role of an unseen protagonist (presumably the narrator of the piece, but as with many elements of
Dear Esther, this is never made clear and is open to interpretation). There are no enemies, no weapons, and no challenges, yet immersion and engagement are in abundance.
Dear Esther lures you in quickly with some stunningly well crafted scriptwriting and voice acting, of a quality that truly puts many multi-million pound development teams to shame since these results are obtained at a fraction of the budget the big players toss around. The narration leads us to understand that we have come to the island in search of Esther, however both the island and its characters are shrouded in mystery and as you progress you realise things might not be as simple as first thought.
Its wild environments and eerie soundscapes collude to become as evocatively sparse and isolated as the narrative, which itself is fed to you in small pieces. And because information is at a premium, it allows for multitudes of meanings in what is quite an open, and interesting, narrative.
My only criticisms of
Dear Esther would be that I felt a cave exploration section in the middle was unnecessary and detracted from the drive of the narrative in heading somewhere important. And my experience was harmed slightly by a couple of technical glitches such as multiple audio cues playing over one another, one scripted event not working properly, and that when I finished the mod it hung on a black screen leaving me to wonder for a minute or two if anything more was to come.
Overall I came away feeling melancholic and pensive, but delighted to have experienced such a mature Source mod, it comes highly recommended. Unfortunately, the end screen of
Korsakovia, was greeted by two-fingered salutes and language not fit for (web)print.
And I’ll tell you why:
Korsakovia’s key themes are paranoia, madness and suspense, with a plot that seemingly plays out in the mind of a man suffering from
Korsakoff’s Syndrome. Progression is accompanied by narration from the patient himself as well as his doctor who is becoming concerned that Christopher is increasingly living in a dream world of his own creation and incorporating more and more elements from the real world into it, instead of returning to reality.

As you progress through the mod, reality becomes increasingly distorted (with a visually stunning payoff towards the end), and your advancement is hampered by wailing black fog entities that will make a beeline for you should they catch sight of you. So far so good, EXCEPT it isn’t because these creatures will become the bane of anyone who tries to complete this mod. So frustrating they are that after being hunted and killed in the same section over and over again my eyes were glancing towards the ‘Quit’ option (which is aptly labelled ‘Forget’), because you see in Korsakovia, you have a health bar represented by cracks in the corners of the screen, and these monsters can chase and kill you in around 3 hits, and sometimes there’s 6 or more of these things, and they can run faster than you, and sometimes they’re invisible and quite often you don’t have a weapon. You might be able to see at this point how frustrating this game can be(the invisibility thing might be a bug, but it happened several times over the course of my playthrough and I’ve seen others online with the same issue so I’m doubtful).
Even if you are lucky enough to be armed when facing these apparitions, the only weapon you’ll be brandishing will be the legendary HL2 crowbar which is simply not up to the job when you’re trying to hit fast moving fog monsters. There is no aural or visual feedback to tell the player whether they are even making contact and the monsters can damage you from outside the crowbar’s limited range regardless.
It’s not just bad combat that mars the title, there are some rote jumping puzzles, poor level design and insufficient signposting.
And it’s heartbreaking. I came to this title with such relish after playing
Dear Esther, and I was very interested in exploring
Korsakovia’s rich plot, but getting stuck and killed because of bad game design so very nearly made me ragequit. Instead I noclipped my way past two or three hair pulling moments in order that I could soak up more of the narrative.
Annoyingly, after playing
Dear Esther I wondered what the same talents might create within the constructs of a more ludic experience and it looks like I got my answer. I eagerly await more releases from Dan Pinchbeck and thechineseroom, but I hope for their next project more time is spent crafting a rewarding core gameplay loop, or that they simply excise the gameplay completely.