Dear Esther
Simply being placed on an island with little introduction was a confusing start for Dear Esther. Regardless, the lack of clarity as to what the game was conveying ultimately added to the quality of the overall experience. Gone Home was fairly straightforward with little left for interpretation, leaving a fairly empty feeling at the conclusion of the game. Dear Ester didn’t necessarily spell everything out.
The repeated comparisons between the island and the car accident such as the while lines in the cliffs of the island and the seatbelts that cut motorway lines into the body provided insight into the narrators thoughts about the car accident, life and death. The island itself isn’t necessarily certain. Whether the island is a real island, a kind of purgatory, or a hallucination is not established is not made clear. Gone Home however makes it entirely clear that the house is in fact real and clearly defines each character and their role in the story, with only a few doubts and uncertainties throughout the entire game.
The narrative in Dear Esther I found to be more emotionally compelling than in Gone Home. The natural and realistic art style in Dear Esther was more somber than the cartoonish style of Gone Home, leaving emotional involvement more difficult in Gone Home.