

Like a frozen puddle of water, you break the very thin surface, and find out it does not run any deeper.

It is a story about depression, written by someone who clearly has no experience on the subject, and conflates it with simply being moody all the time on a very shallow level.

Akin to something like 13 Reasons Why, it seems to think all one has to do to be deep is be sad on a very surface level. As a result, it serves only as an example of what NOT to do when being creative, both in and out of video games. Dear Esther is proof that, just because a game is influential, does not mean it is good.
