Time to Beat: 5 Hours
A 2015 refinement of the 2014 release,
The Vanishing of Ethan Carter Redux,
is a modified version, which, according developers, The Astronauts,
includes a new graphics engine, innumerable tweaks, and some quality
of life improvements such as more frequent autosaves and less
backtracking. The puzzles and plot are unchanged, so this review can
be said to cover the original as well.
In The
Vanishing the player controls a
private investigator, Paul Prospero (didn't notice the last name
during play). Paul is a effective detective because he is a psychic,
able to unveil secrets which the mundane world hides from the common
eye. He has been receiving increasingly worrying letters from a
young boy named Ethan Carter, and eventually travels to Red Creek
Valley, Wisconsin (which strongly resembles
somewhere in Poland).
First,
the game, for all the gushing
about its beauty,
is spectacular. Even more impressive, is the seamlessness of the
setting. Walking the entire terrain, without interruption, may be an
hour journey alone, and yet it has no loading screens. In fact, the
only difficulty Vanishing
suffered in rendering the landscape was after a pause, where it would
catch once before resuming its perfect function. But while the trees
are a technical marvel (I assume), who wouldn't prefer seeing the
real thing; the leaves dancing in the wind or the sun soaring in a
clear, cloudless summer sky? In Vanishing,
greenery still feels flat, and character models too vaguely rounded
for reality. Furthermore, the scenery is stunning but sterile. So
much of the constructed world is dead-ends, pointless pathways to
nowhere, merely (one assumes) to allow for further backdrop.
Vanishing is
overflowing with emptiness.
But
Vanishing's visuals do
shine with some vistas and set pieces. The developers have done
wonders with lighting and color, as long as it is distant and doesn't
allow for close examination.
While it hasn't
received as much recognition, the audio seemed superior. Regardless
of the surface upon which Paul strode, the sound generated appeared
perfect. The soundtrack and ambient noise performed their function
as well.
Vanishing
begins with Paul exiting a tunnel into a verdant woodland, and a
message for the player “This is a narrative experience that does
not hold your hand.” How true this is, in a sense. Right away
Paul can walk down the path, but if he doesn't go off and explore
he'll miss the first set-piece. These are different than puzzles,
which will be explained latter. Set-pieces have limited player
interaction, and in this first one, Paul must discover six,
somethings (spoilers later). Using his psychic power he examines
objects with supernatural detail, leading to further questions.
There are roughly five set-pieces, two of which require imagine and
interaction, and three involve minimal input. Vanishing,
helpfully, highlights interactable objects with bold orange
lettering, but one must still move close enough to reveal it. This
first location (as long as one doesn't miss it), along with a smaller
revelation, delivers a decidedly ominous tone. Accompanied by Paul's
internal monologue and a sinister score, one can be certain nothing
fabulous is happening in Red Creek.
Exploring further,
Paul can see, and eventually enters a mini-abandoned village, which
doesn't contain more than seven buildings, though Paul's description
and the local railway station seem to imply a larger population.
Since this game is
all plot and little puzzle, its all spoilers from here:
At
some point (depending on the exploring of the player) Vanishing
is bound to reveal itself as a horror game, when Paul stumbles across
the first dead body. In one way, this was a relief. Having played
fellow “walking simulator” Gone Home I
was expecting the fake out the latter performed on all who played it.
Early on, this discover of Paul's moves Vanishing
in grotesque (and unexpected) direction. Yet, the game eschews gore,
and never seems graphic in its violence, but instead embraces the
casualness of it (which is just as disturbing).
Vanishing
contains five murder scenes, and these are the puzzles. At each,
Paul must discover certain disturbed objects and replace them. Then
he can activate his psychic powers to conjure scenes leading up to
the death. Paul then walks around and orders them. When finally in
the correct order, Vanishing
plays a few short scenes as the characters move about and discuss
their murderous intent. These puzzles are the most interactive
aspect of Vanishing, but are still quite simple.
Who are these poor,
devilish, possessed inhabitants of Red Creek? Ethan Carter and his
family: cunning Grandfather Ed (who loved Ethan beyond all enduring),
submissive father Dale (who supported Ethan as best he could manage),
hot-headed, “practical” mother Missy (who tolerated her foolish
son), redneck uncle Chad (who referred to Ethan in the same way our
current POTUS describes women), and vicious, vengeful brother Travis
(who despised his younger brother, either out of ignorance or
jealousy).
Returning
to the warning of Vanishing,
that won't hold the player's hand, it is possible to miss even the
murder scenes. At the first murder scene, I'd replaced all the
objects, but didn't realize one must activate the video. Vanishing
offers almost no explanation of its (admittedly simple) mechanics.
And for this reason it wasn't until I was at the second murder scene
that I checked online and realized what needed to be done. In
retrospect, Vanishing
signals the completion of a scene with an audio cue, and one
activates the scene by clicking on the dead body.
Really, serious
spoilers now:
Following the
trails of the dead bodies absorbs a great deal of information. Ethan
is an aspiring writer, who is not appreciated (and often harassed) by
his family. His uncle, brother, and mother view him as the type with
his head in the clouds. His father and grandfather, though, appear
to value his solitary nature. As Paul travels through woods, old
dams, and abandoned mines he observes the spiritual residual of a
physical fight among the family. Ethan has begun the process of
awakening an ancient evil, the Sleeper. His uncle, mother, and
brother are determined to kill him, to prevent him from completely
releasing it, while his father and grandfather guard him from them.
Eventually Paul arrives at the stronghold of the Sleeper, the house
of a supposed sorcerer (dead long ago). In an underground chamber he
finds the final murder, and then enters an adjoining chamber. Paul
sees Ethan, sleeping on a mattress, and he wakes him up.
In their
conversation, Paul apologizes to Ethan for arriving too late. Ethan
agrees, and then the perspective changes. The player, now viewing
the world from inside Ethan, sees Travis entering the room. Everyone
is alive and they have been searching for Ethan who had wandered off
to craft his stories alone. But his peace is shattered by their
noxious and abominable behavior. Suffering abuse from Travis and
Chad, Missy angrily rounds on them, dropping a oil lantern she was
carrying. In the ensuing chaos, Ethan retreats to his room, while
his family escapes outside. Poisonous fumes leak under the door,
while Ethan continues his conversation with Paul. Ethan explains
that Paul is just a story, all the murders and scenes were stories,
which Paul was investigating. Ethan want's to write more stories,
but when Paul consoles him, Ethan says “I can let go?” A final
scene shows Ethan unconscious on the floor of his chamber, passes
through the smoke filled rooms, and outside where Ethan's family can
be seen in an attempt to fight the fire and rescue Ethan.
Vanishing leaves
unanswered whether Ethan lives or dies, though it seems to favor
death as a conclusion. The real issue is how messed up the plot is
revealed to be.
Ethan, abused by family, hides away, and writes a mystery in which they
brutally murder each other (except for those who commit suicide). As
he is concluding his final story, his family recklessly endangers
(and most likely ends) his life. It's both grotesque and absurd that
a child would hate his family enough to plot out their gruesome
deaths, and conclude just as they accidentally kill him (or, at least
it is disturbing that The Astronauts thought this was a story worth
telling). One can believe the real world includes abusive families,
and children who despise their parents, but I don't understand why
one would craft a game with such a theme.
There
is quite a bit more one could discuss, the symbolism of crows, sleep,
and death (which are all common, or the juxtaposition of the beauty
of the environment with the vileness of Ethan's family, but this is
it for Ethan Carter.
In
conclusion, The Vanishing of Ethan Carter Redux,
includes some of the best backgrounds of any game (and excellent
audio), but utilizes limited mechanics to deliver an absurd and
unengaging ending. Though some aspects of the story along the way,
(and it must be said that the set-pieces often provide a more
captivating narrative than the murders) are satisfactory, the ending
reveals all as contrivance and disparagement.
This everyday
author recommends a different adventure.
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