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The Vanishing of Ethan Carter Review

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I’ve never been to rural Wisconsin. But now I feel like I have, thanks to The Vanishing of Ethan Carter.

I’ve walked through gently shaded autumnal woods, watching rags of mist gathering on distant peaks. Wandered across a dam, marvelling at the sun reflected on the lake beneath and pools of recent rainwater on the pavement. Climbed a hill amongst ancient, mossy boulders with grass waving around me, just to see the view at the top.

The Vanishing is a beautiful game. Even on my limited hardware it evoked landscapes of such painful realism that I wanted to reach through the screen and touch it. It uses that reality to make you ask questions. Where, exactly, is this place? Why is it such a state of disrepair? And, most of all, where the hell is everybody?

And it’s a good job that the title is so full of achingly lovely vistas. You’re going to be spending a lot of time wandering about, looking at them while wondering what on earth you’re supposed to do next.

From the opening message, which proclaims the game a “narrative experience that does not hold your hand”, it’s obvious that Ethan Carter belongs the genre commonly derided as “walking simulators”. But its ambitions are much bolder. Unsatisfied with the weak game elements that characterised story driven masterpieces like Dear Esther and Gone Home, it seeks to challenge you. To make you think not just about the story and characters, but about puzzles too.

You play a detective, seeking to solve the titular mystery. But not any old detective. Not when you’re saddled with a name like Paul Prospero. This detective is psychic, and can use his powers to piece together the past once he’s gathered enough clues from a crime scene.

Vanishing Ethan Carter – CrowsYou uncover secrets by stumbling on top of them, whereupon they’re labelled and can be clicked on. Sometimes the interaction picks the item up, sometimes it’s just to examine the object. To say much more would be giving spoilers. Because when the game says it doesn’t hold your hand, it means it. There’s no tutorial, no hints, nothing except you, your mouse and a keen sense of experimentation.

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That, right there, is the big problem with Ethan Carter. In its determination to be hands-off and let the story be the guide, it can leave you lost, forlorn and frustrated. Without clues you often have blunder about, struggling to find an important click point that you missed. In one instance I ended up traversing the entire length of the game world because I’d failed to properly explore a patch of forest a little off the beaten track. There were no hints I needed to look there, just the game stubbornly refusing to let me progress until I had.

Once you’ve got to grips with the way the game wants to be played, things become more interesting. The puzzles are not especially difficult, but they’re more of a challenge than Gone Home’s simple “find key, open lock” formula. And while there’s a central method to Paul’s psychic sleuthing, the game does try to mix things up a bit beyond just making you look for hidden objects. There’s even one section where you have to be on your guard against a stealthy, scary enemy.

Vanishing Ethan Carter – ValleyAt the start, the plot suffers from the same lack of focus as the puzzles. Again, lacking preamble, there are no initial plot hooks to pull you forward. But as you start to piece together the events leading up to Carter’s disappearance, the tone of the game becomes much darker. With pieces of the mystery slotting into place, it’s clear that the whole puzzle is going to be showing some very grim vistas indeed. The sense of gathering momentum is palpable, and propelled me on over the final hurdles of frustration the game placed in my path.

When you’re done, it’s a game that lingers. The sense of place is conjures is so solid that recalling some of its scenes begins to feel like memories from an eerie walk in isolated countryside. It’s worth wandering around again, because there are little flourishes of meaning in the landscape you’ll only spot once you know the whole story. And, like all well-worked narratives there are layers of meaning and symbolism that are best appreciated from a distance.

The Vanishing of Ethan Carter is a bold, but not entirely successful, experiment in narrative-driven gaming. Its desire to marry visual and narrative aesthetics with more traditional puzzling is noble. But in pursuit of the laudable goal of trying to keep the player immersed in the atmosphere, it sometimes leaves them floundering instead. That balance something worth striving towards, a fusion which some game, someday will perfect. Ethan Carter is not that game. One day, however, I’m sure we’ll look back on it as an essential stone on the path to story-game nirvana.

This review originally appeared on The Average Gamer. Reproduced with kind permission.

A Story about Stories

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Over a year ago there was a small explosion of outrage in the twittersphere regarding a piece in Edge magazine claiming that games can’t tell stories. It’s old, you’ve probably seen it before but then again the same is true of most of my inspiration for these articles. I was exercised enough about it at the time to want to write about it but I had no suitable mouthpiece. Now that I have, it would seem remiss if I failed to get my thoughts down while still vaguely relevant.

At the time most of the commentary regarding the article focused on the fact that it was clearly nonsense. Philosopher and designer Chris Bateman made a point of collecting gaming anecdotes from people in order to refute it. I mean, seriously, who hasn’t been awed, shocked or enthused at one time or another by the plot of a game? Whether it’s the huge twist in Knights of the Old Republic or the big reveal in Halo we’ve all encountered points in a game with enough intensity to wedge themselves permanently into our memories. So what’s an experienced and respected games journalist doing posting such twaddle?

Well personally I’m not so sure it is twaddle. I think the article contains an important point, albeit one that was perhaps not made very well. And that point is only tangentially related to story, and has everything to do with expectation.

When you put someone into a realistic, interactive environment, as most modern games do, their first assumptions are going to be that they’re in a realistic, interactive environment. They’ll explore, push boundaries, find out where the inevitable rules and limits are. But they’ll also expect that environment to push back at them, likely fairly aggressively. After all it would hardly be much of an interactive environment otherwise.

But at the same time gamers have become used to consuming games like they do cinema. They expect a plot, and characters, to engage them. Not just that but they also expect their avatar in the virtual world to be a key player in that plot. They want to feel important and powerful. Wouldn’t be much fun playing the cashier cowering behind the till when the petrol station gets robbed, would it?

This creates an instant contradiction. The gamer expects both to be able to ride a plot without foreknowledge of its twists and turns for the excitement and thrills it provides, while simultaneously being in charge of the game environment. You can’t have both. At its essence this can be expressed by the simple issue of the player killing NPCs who have pivotal roles to play in the plot. Games employ a variety of tricks to stop you ever doing this because doing so would expose the fundamental impossibility of having both a genuine story and a completely open world.

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It’s this disconnect that’s at the root of the perception that games can’t have a proper story. Not so long ago games were not particularly realistic, and they were not particularly open. Back then we were happy to consume the plot in a relatively passive way by riding the rails that the game placed us on. Technology has moved on, and so has game design. And we’ve arrived at a situation where the clash between plot and play is being exposed more frequently and more cruelly.

Currently, and quite correctly, when this conflict arises the game play is generally allowed to win over the plot. What’s less obvious is that there are other elements to what people think of as “story” besides the pre-scripted twists and turns along which the game will run. Atmosphere is one example. A game that makes good use of graphics, sound and setting to make the player feel squarely part of the virtual world that it creates can get away with a certain amount of plot railroading because it compensates for that break in realism in other ways.

Another is the emergent narrative that arises from the actions the player takes inside the mechanics and plot that the game provides. Everyone playing Gears of War will get the same plot, but the places and manner in which you kill your foes or triumph over the set-piece battles in the game will be different.

It’s a key element to consider because this is where the clashes between action and plot arise, and where a game becomes personal to the player. Designers have little foreknowledge of how people will interpret their games. Each long, languorous slow dance between a game and its player will be different, unique. And the best games only rarely manage to reach the audience that they deserve.

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This emergent narrative points to one possible solution to the conflict, showcased best by the Mount and Blade games. In these titles there is no predefined plot but every effort is made to ensure the player can easily create their own instead. There is a flavourful world to explore, peopled with realistic and well-differentiated characters, and a slew of quests to complete alongside a meta-game which can lead toward various conclusions that most gamers would recognise as “success” of one kind or another.

But the problem with Mount and Blade is that it can take a long play time before even the most imaginative player appreciates and understands the game and its world sufficiently well to start building their own railroad. It’s simply nowhere near as engaging as a title that gives you a character, a motivation and a story and drops you into exciting action from the get go.

Adding plot to an open world setting, the solution explored by the Elder Scrolls games amongst others, tends to result in the worst of all worlds, as I’ve explored previously. That way the player tends to get sidetracked from the plot, while finding that it still has to conflict with their freedom of action. Long term this is probably the solution we should be seeking to explore. But the technology isn’t there yet. Frontier Developments tried with current generation consoles with a title called The Outsider, which attempted to defy linear storytelling in just the manner we’ve been exploring. But six years later the game is sidelined in development hell, because the hardware isn’t there yet.

That’s unfortunate. Not only because of the wonderful new directions that non-linear storytelling could take games in, but because I’ve started to suspect that its absence has become a real stumbling block over the progress of the medium. Lately we’ve discussed the issue of the clumsy manner in which violence is handled in most games. Could that be partly because the sort of subtle, nuanced plotting required to portray such serious issues sensitively requires exactly the kind of linear plots modern gaming eschews in favour of open-world design? Seems possible. It may well we need the means to overcome the fundamental contradiction between plot and play before gaming can truly grow into the mature form it deserves to be.