The parallel lines that come up several times could connect to the parallel lines in the center of the road that Paul violated and which caused the accident. The player is haunting an uninhabited island off the coast of Scotland forever running in circles, using both his feet and his mind.Ĭertain motifs can be connected to different elements of his tragedy. The ghost story is about a ghost and that ghost is us. The player is already dead, forever circling the island. Donnelly, Paul, Jakobson, and the hermit all may or may not all be the same people given they way that the narration weaves in and out of his thoughts. But there is so much more to the story than that. The player is the narrator who is Esther’s husband and who has lost a part of himself in her car crash. Repeated motifs crop up in the letters, such as parallel lines, infected legs, bottomless boats, kidney stones, Damascus, and other things. Many have replayed the game to hear new passages read aloud to try and glean some insight into who all the people mentioned in the letters are and how they are interconnected. Much speculation has occurred concerning what the letters to Esther signify or mean. All of this is important to the meaning of Dear Esther. And after seeing some or hearing about them from others, you may even convince yourself to have seen some that weren’t even there as figments. The ghosts that inhabit the island are figments of the past. All of these elements, including the voiceover readings of the letters (a representation of the letters themselves found in the last section) were there before you arrived. While I’m sure many of you already know these facts about the game, I feel it necessary to write them to make this point. Are they really there or are they a play of pixels against the scenery? And as you walk around the island, shadowy human like figures can be seen in the distance at random points that disappear when approached or when you lose line of sight. Images of circuitry, neurons, chemical compounds, and finally, sentence fragments are painted everywhere across the island. You hear a voice reading letters to a woman named Esther, passages from history, and meandering snippets of thoughts. You appear on an uninhabited Hebridean island off the mainland of Scotland. So what happens in a game when that creates an unnerving atmosphere, but no threat?ĭear Esther is a ghost story. The threat creates fear, and the fear creates the tension. For every appearance of a monster, psycho, or ghost, there is the threat of death and harm. ![]() It creates a tension between the normal and the out of place. ![]() By taking them out of their comfort zone and presenting them something just a bit off.
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