Home PC Reviews Dear, me I was… Review

Dear, me I was… Review

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Dear me, I was... Revew
Dear me, I was... Revew

Some games dazzle with spectacle. Others overwhelm with systems and choice trees. Dear me, I was…, developed and published by Arc System Works, does neither. Instead, it whispers.

Originally released exclusively for Nintendo Switch 2 on July 31, 2025, the game expanded yesterday, February 12, 2026, to PC (Steam), Nintendo Switch, iOS, and Android—bringing with it a free gallery update for the original platform. Directed by Maho Taguchi with art direction by Taisuke Kanasaki—known for his work on Hotel Dusk: Room 215 and Another Code: Two Memories—this short interactive experience feels less like a traditional game and more like a moving sketchbook.

It contains no dialogue. No written narration. No text at all.

And yet, it speaks volumes.


A Wordless Life

Dear me, I was… follows the life of an unnamed woman—from childhood innocence through adulthood, relationships, heartbreak, and quiet reflection. The entire story unfolds without a single line of text.

Instead, the narrative is conveyed through watercolor illustrations and rotoscoped animation. Scenes bleed into one another like pages in a dream journal. Childhood bedrooms give way to city apartments. First loves shift into adult responsibilities. Moments of joy are painted in warm hues; sorrow lingers in washed-out blues.

The absence of language forces the player into observation. You don’t read her story—you interpret it.

That interpretation becomes deeply personal.


The Kanasaki Signature

For longtime fans of Kanasaki’s earlier work, the art direction feels instantly familiar. His distinctive sketch-line technique, blended with soft color gradients, creates characters who feel fragile and grounded at the same time.

In Dear me, I was…, that aesthetic evolves further. Watercolor textures ripple across the screen as though the canvas itself is breathing. Subtle animation—blinking eyes, shifting posture, a breeze catching hair—adds life without overcomplicating the presentation.

Rotoscoping, used sparingly, lends natural movement to otherwise still illustrations. It’s a technique that risks feeling uncanny in lesser hands, but here it enhances realism without breaking immersion.

The visuals aren’t flashy. They’re intimate.


Interactive, But Not Intrusive

Calling Dear me, I was… a “game” requires some qualification.

It is interactive—but gently so.

Players guide the pacing of scenes, occasionally influencing small transitions or triggering environmental shifts. However, there are no branching story paths. No fail states. No complex mechanics.

The experience lasts approximately 45 to 60 minutes—designed to be played in a single sitting.

This brevity works in its favor. The story unfolds like a short film, respecting the player’s time while delivering emotional cohesion.

You don’t grind through chapters. You drift through memories.


The Power of Sound

If the watercolor visuals form the body of Dear me, I was…, the soundtrack is its heartbeat.

The theme song, “Strange Journey,” anchors the emotional arc. It swells during moments of hope, softens during introspection, and crescendos at pivotal life milestones.

Ambient sounds—rain against windows, distant city noise, footsteps on wooden floors—create texture.

Without dialogue to guide you, music becomes narrative scaffolding. It nudges your interpretation, shapes your mood, and carries emotional weight when images alone might feel ambiguous.

Few games rely so heavily—and successfully—on score as storytelling device.


Universal Themes

The unnamed protagonist’s life feels specific yet universal.

You witness her struggles with identity, her relationships with family and friends, her quiet triumphs and setbacks. Because no dialogue defines her, she becomes a vessel for the player’s own reflection.

What did that look mean? Was that reconciliation or resignation? Is that smile genuine—or forced?

Dear me, I was… trusts the audience to fill in emotional gaps.

And in doing so, it often hits harder than games with pages of scripted dialogue.


Where It Risks Fading

The same minimalism that defines Dear me, I was… may alienate some players.

Those seeking gameplay depth, narrative choice, or replay value will find little here. Once experienced, the story doesn’t drastically change upon replay—though subtle details may stand out differently on a second viewing.

Additionally, the wordless structure occasionally creates ambiguity that borders on obscurity. Certain transitions between life stages feel abrupt, leaving players to infer more than they might wish.

But these are deliberate artistic choices, not oversights.

Dear me, I was… prioritizes mood over clarity.


A New Direction for Arc System Works

Known widely for fighting game franchises and high-energy titles, Arc System Works takes a strikingly restrained approach here.

There’s courage in producing something so small and personal in an industry often dominated by spectacle.

Dear me, I was… isn’t a blockbuster. It’s a quiet experiment in empathy.


Final Verdict

Dear me, I was… is a delicate, wordless interactive journey that transforms watercolor art and music into emotional storytelling. Its brevity and lack of traditional gameplay may limit replay value, but its impact lingers well beyond its runtime. The art direction by Taisuke Kanasaki is luminous, the rotoscoped animation subtle and expressive, and the soundtrack essential to its emotional arc.

This is not a game for everyone. But for those willing to slow down and reflect, it offers something rare: a shared human experience conveyed without a single spoken word.