dear esther

“The mount is clearly the focal point of this landscape; it almost appears so well placed as to be artificial. I find myself easily slipping into the delusional state of ascribing purpose, deliberate motive to everything here. Was this island formed during the moment of impact; when we were torn loose from our moorings and the seatbelts cut motorway lanes into our chests and shoulders, did it first break surface then? A wonderful sight. The moon cresting the junction between the cliff path and the stone circle. It cast a shadow of the ridge across the beach, all the world as if you had signed your name across the sand in untidy handwriting.”


Inspired by games like Dear Esther and Gone Home, as well as the film Shogun Assassin, Niten is a first-person exploration game in which you roam the lush landscapes and stunning vistas of a mysterious island. Discover audio fragments and even unlock a graphic novel as you explore the island, learning its secrets and stories — like the story of a Samurai master and his orphaned disciple, who once lived there.

“Experience a place where ancient Japanese culture meets breathtaking scenery, blossoming cherry trees, and a sky that will tell you a story in itself,” says creator Donald Macdonald. “From the deepest bamboo forest and the open field with its colourful and vibrant flowers to the spine-chilling darkness of the mysterious cave and the serene lake filled with water lilies, the island is yours to explore as you wish.”

Help bring this beautiful, immersive game to your console here.
Why are we so afraid to walk?
A budding movement in games takes its first steps.

First-person walkers employ movement within an environment to convey moods and ideas more crucially than other kinds of games, encouraging a contemplative, participatory mindset over guided directness. Decelerating action underlines what videogames can do at its most basic level—movement and sight—and attentive players willing to engage with such works will be rewarded not with the escapism of many more popular games but a deeper entrance towards sensations and experiences often overlooked.

On the history and strengths of “first-person walkers” (Dear Esther, Gone Home, Sunset, etc.)


I will fall from the sky like ancient radio waves of flawed concrete. Through underground springs and freezing subterranean rivers. Through the bacteria of my gut and heart. Through the bottomless boat and forgotten trawlers where nobody has died.