![]() The narrator regularly mixed together past and future events, and at various times spoke as if they were Esther’s partner, the author Donnelly, Jakobson (a shepherd who was the original inhabitant of the island), or Paul. In my playthrough, the plot was contradictory, inconsistent, and confused. You can read the complete set of all quotes on the creator’s website (including occasional translation notes). Each playthrough will encounter a different sequence of quotes, perhaps guiding the player to a slightly (or wildly) different interpretation of the plot. My interpretation is based on the quotes I encountered the game has 4 possible quotes to choose from whenever you hear one, making it impossible to experience a ‘canonical’ storyline. You walk the island as he tries to resolve his grief. He imagines visiting an island in the outer Hebrides, based on the descriptions of a book authored by Donnelly (who visited the island in the 1800s). The other vehicle was driven by Paul, a chemist traveling from Exeter to Wolverhampton. They tell a story of Esther and the narrator being in a car crash on the M5 between Exeter and Bristol near the Sandford exit. The plot is revealed as narrated quotes, which play as you travel around the island. What is the name for when you have a limited understanding of a game and try to imagine what it is like? Story I do kind of wish I had played the game I imagined it to be: a blue-skies island-walking flower-admiring simulation. I thought the game was effective, that it it generated enough emotional load for the climax to work, and it was short and understandable & not so simple that the player could grasp its idea in its totality and ruin the magic. ![]() I’m going to write a short analysis of the game as I experienced it, and will cover the story, the island, and the themes I noticed in the chapters. I never played Dan Pinchbeck’s original mod nor read any reviews of it, so all I knew going in was that it was: a. ![]() ![]()
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