Ethan Carter is a game about stories. Itâs a disarmingly personal tale, a murder mystery about childhood alienation that resonated with me in unexpected ways. And yes, it was created by a guy who is best known for making an incredibly violent first-person shooter called âBulletstorm.â
I remember when I was little, I didnât really fit in with that many other kids. I donât recall exactly when I started doing it, but I became obsessed with crafting these life-sized (well, at least by a seven-or-eight-year-oldâs standards) paper cut-outs of characters from, er, Warcraft. Warcraft II, to be precise. I lugged, like, 15 of them around with me everywhere I went, in a giant garbage sack. They were my friends, and in retrospect Iâm pretty sure everybody else thought I was crazy.
I think I might have been Ethan Carter, a boy whoâwait for itâis obsessed with creating strange things even though everybody around him, family included, thinks heâs crazy.
The Vanishing Of Ethan Carter begins with something of a disclaimer: âThis game is a narrative experience that does not hold your hand.â
The gameâs creators were not lying. I quickly picked up a bloody breadcrumb trail of clues that young Ethan Carterâmain character in the same way Princess Zelda is the main character in Legend of Zeldaâhadnât just furiously scribbled a message to famed supernatural investigator (and character you play as) Paul Prospero for kicks. This countryside paradise was caught in the tendrils of something terrible.
If you want to see the game in action, hereâs Faheyâs stream of it from Saturday
Beyond that, though, it was up to me to piece together what was going on, and I could merrily skip past as many supernatural crime scenes as I wanted. Occasionally Paul would pipe up with a cryptic (though smartly written) grumble about life and Lovecraftian un-life, but I wasnât confined to any specific route, any particular telling of the tale.
As a result, each new vignette felt organic, like I was sifting through a vast expanse of surface-level beauty and gut-wrenching rotâas opposed to, you know, a glorified video game level. All this even though, to be frank, I spent the first hour or so completely at a loss as to what was going on beyond, âMan, something bad sure did happen here.â
I finally hit a groove after solving my first investigation puzzle, which I did by examining each individual item in what was probably the scene of a murder. There was certainly enough blood dripping from every leaf, tombstone, and especially sharp blade of grassâthatâs for sure.
Oh, did I mention I was in graveyard? Of course I was in a graveyard. Where better to do a murder?
When I examined certain objects, my characterâs internal thought process appeared on screen, making observations, pondering what exactly happened here. âBlood? Whose blood? Crowâs blood? A sacrifice?â Physically turning my field of view until the words on screen coalesced from shaky and illegible into a single whole resulted in a supernatural vision, one of the gameâs main investigative techniques. I could see the next item I needed, enshrouded in a ghostly aura. It was a pretty cool effect, but the ectoplasmic antics were only just getting started.
Once Iâd gathered a handful of items from the graveyard and a nearby church, I was able to light up a crypt down below. In it was a bodyâa fresh body. It was the first sign that things werenât just off in this tiny rural town. They were downright fucked up.
And then I used my supernatural vision powers on the body. Suddenly, ghosts were everywhere. Silent echoes of something sinister. Each was a tiny vignette of whatâd led to this gruesome scene. It was my job to place them in order by assigning each a number, at which point the scene played out, still wreathed in pale, breathless blue.
The ensuing flashback was dark, upsettingâespecially given how close some of the characters involved allegedly were. Iâd discovered it, though. Me. That was pretty cool. Moreover, I was given jigsaw pieces of story about these peopleâthe scene I watched unfold, a few brief notes littered around the area, etcâbut the rest was mine to assemble. I was writing the story in my head as I played. Like I said, Ethan Carter is a game about stories, and itâs one where you play an active role in making one.
The supernatural world receded, and the real world came back into focus. The sun gleamed more brightly than ever. I was hooked. I needed to know more, to get to the bottom of this sleepy little townâs darkest mysteries.
I remember the moment The Vanishing Of Ethan Carter unraveled for me. The game becomes very demanding toward the end. Many of those puzzles I skipped in pursuit of plot threads that especially interested me? Yeah, well, they were required after all. Without spoiling too much, Iâll say thereâs A Thing near the end that more or less maps out which events must be completed for the ending to actually trigger. Or at least, it tells you their vague locations.
Suddenly my organic story experience didnât feel so organic. I could practically hear the cold, mechanical gears grinding as I plodded toward the next game-y goal. Already, I had backtracked from one side of the game world to the other, something that left my virtual legs throbbing, my real-life mind numb. But hey, I was nearly done, or so I thought.
Turns out, I hadnât tracked down the correct side-story near the gameâs beginning. There were a couple, and though the one I found while stumbling through a beautiful forest was the last thing I expected to see in this game (in a good way), I hadnât sated the end-of-game checklist just right
I had to hoof it all the way back to the other side of the mapâbasically to the gameâs âfinalâ areaâonly to find out I was still missing something. It was agonizing.
After all this time and effort, there I was in the mine trying to figure out what Iâd missed. Then I absent-mindedly told the mine shaftâs moaning, groaning elevator to descend without me in it, and I just lost it. âNOOOOOOOO, FUCK YOUUUUUUUU,â I bellowed as it plunged into perfect darkness. I just wanted to ride it⊠somewhere instead of standing there, stewing in how bored and frustrated Iâd become. I was so tired of waiting.
On top of that, this portion of the game kinda took a pickaxe to the skull of Ethan Carterâs claims that it doesnât hold your hand. No, this isnât hand-holding in the traditional senseâmaking the game easierâbut itâs a close relative. The segment assumes the player isnât intelligent or observant enough to enjoy the story unless they witness certain scenes. So instead of holding my hand, the gameâs creators grabbed me by the wrist and tugged until I ended up where they wanted. I was forced to wonder, is that really any better?
I remember when The Vanishing Of Ethan Carter really clicked with me, me personally
I began to see a pattern forming throughout all the vignettes of ghastly horror mixed with callbacks to dysfunctional family life. Ethan liked telling stories, but his family didnât like that about him. Time and again, they thought he was just making up more creepy, weird stuff. They never believed him, but when bad things happened, , they blamed him for them.
People create things for a lot of reasons. Whether stories, drawings, videos, video games, or whatever, we have ideas and feelings we just canât keep inside. If they stay there, theyâll devour us.
When I was little, I created to escape. I didnât have many friends. I didnât really like people. My parents were on the brink of getting divorced (spoiler: they did), but my tiny child brain couldnât process that, didnât understand quite what was happening. Or maybe it just didnât want to.
So I made stuff. For hours. Those paper Warcraft figurines? Iâd wake up at 4amâbefore school or church or any of thatâto build them from scratch, to construct these grand stories about them.
I liked being up that early, too. Nobody else was around. I had nothing to be anxious about. I could live in my own little world, in the quiet of my own mind.
Escapism takes on many forms. I happen to be a big fan of it, as you might imagine. It helped me through some tough times. Itâs probably why I write about video games, and I think itâs why I connected so strongly with Ethanâs character.
I remember when I realized just how solitary of a game The Vanishing Of Ethan Carter really is. I was walking through the minesâthose damn minesâand, well⊠I died. . This was surprising because I didnât know I could die in this game.
The mines, to be honest, were pretty tediousâwhether I was solving their particular puzzles, of which there were a few, or just wading through them on another spat of backtracking. Coming to grips with that solitude, though, was key for my experience of the game. It gave method to the gameâs madness.
There were a few times throughout The Vanishing Of Ethan Carter where I wondered, âWhy am I only seeing flashbacks and reading about these events? Why am I not, you know, playing them?â This was especially true in moments when voice acting wasnât super great or charactersâ motivations didnât entirely come through.
But Ethan Carter is not a typical game. Itâs a story first and foremost, wrapped in an intriguing (though in places undercooked) game structure. Lonelinessâthe kind that claws inside your stomach, leaves you with way too much time to thinkâthat loneliness accentuates that story, makes it sing. Heck, framed in that context, even the backtracking, while obnoxious, makes sense. Thereâs time to consider, ruminate, wonder, and learn.
My personal experience of Ethan Carter is inseparable from some of my own personal experiences. The game, by way of its story and structure, prompted them. Maybe your experience will be different. For the sake of particular portions of your early childhood, I sure hope it is.
Iâm grateful that Vanishing Of Ethan Carter didnât move at a million miles per hour or throw me into a stylish knife fight against the ghost of American family values or something. Its languid pace could feel excessive occasionally, but I think itâs actually good for the mind to wander a bit from time to time. To leave the here and the now. To go someplace else, even if that place is dark or uncomfortable.
I mean, thatâs what video games are, right? A place to go. But eventually we have to come back down to Earth. My favorite games are the ones where I can bring something back with me.
To contact the author of this post, write to [email protected] or find him on Twitter @vahn16