Dear Esther
Mysterious is the theme of the game. I still cannot figure out whether the narrator was the character, whether the island game was a dreamland. But I gain something valuable from the game, something that is intangible.
Being placed on a strange island alone was ambiguous and being alone made the journey aimless at first to me. Everything began to make sense as the story goes. Listening to the narrator, I knew a woman called Esther, who was killed by a car accident. Lots of landscape on the island can be regarded as metaphors of the car crash; organic molecules represent alcohol interacting with nerve cells and electrical diagram on the cave represent part of car systems, because both Esther and the person involved in the car accident consumed alcohol before the crash.
The whole story was shrouded in darkness and despair. Music is spooky and dolorous, which sounds like it was written in the minor key and made me feel empathy with the character. Houses and boats are dilapidated and abandoned, representing the dying island. Character broke his leg and infection spread upward to his heart. Light often means hope and freedom. I saw various kinds of lights in the game, but none of them showed me a sense of freedom. Light of the cave is attainable, but also was limited; candles along the shore are not limited, but was viewed as a path of the ghost, hopeless; the lighthouse was accessible, but there was no light of its own.
At the very last, character climbed up to a very high place and gave a birdized view of ocean and island. After he jumped out of the high place, I felt like his journey was still continued even after his death. Ocean was like a passage from life to death, which was a transition but not the destination. I felt hope after the character jumping from the high place because he would have a new journey in the other world.