Nothing happens when you fall. You just play the game as usual and make your wayif you want.into the mine or generator building
BTW, is it even a requirement to do all the investigations? I know you have to find all the stories but what's stopping you fromgoing to the burned down house after collecting the stories?
Ugh, thanks. I'll go back there and run around some more. >_<You're missing one trap.
Ugh, thanks. I'll go back there and run around some more. >_<
*edit* I found it immediately after going back. I have no idea how I missed it before, thanks again.
I suspect I missed a couple of fairly obvious early things in the game because I didn't fully understand mechanics and kept exploring, so the story ended up being especially odd and out of order for me. I think it's finished besides the ending though, time to do that.
Where's this spoiler map that people are talking about?
In the install directory.
That final area was absolutely gorgeous.
When does the game autosave's exactly i haven't noticed the icon and now i am unsure if i should quit.
Paul Prospero, a detective with a unique skillset, is called towards a piece of fan mail as though the sirens themselves would emerge the moment he sliced the licked adhesive apart. A boy named Ethan Carter writes to him, detailing some dark happenings in the hidden countryside town he resides in. Paul realizes that Ethan wouldn't have chosen him if these dark things wouldn't require his particular abilities. His last case shall be this one, Paul decides, and sets out to the breezy hillsides of Red Creek Valley. Within minutes of arriving, he comes across a series of potentially deadly traps in the woods just on the outskirts of town. This case will be anything but ordinary for most people, but Paul Prospero is used to it.
The Vanishing of Ethan Carter takes some elements out of Murdered: Soul Suspects playbook and gives the player the ability to piece together crime scenes through supernatural ability. Whenever an important element is visible, you can interact with it to see Pauls thoughts on how it may all fit in with the current scene. Sometimes hell even be able to locate a missing object by peeking through a magic mirror-like thought process. By arranging the scene to be exactly as it was at the moment of death, Paul can see the entire final minutes of the dead through a series of flashbacks. All of this is taught to the player by letting them discover each of the functions on their own. With no tutorial some players may find themselves a bit lost at first, but once you've gotten the first case down you've pretty much gotten the hang of all the skills youll need to progress.
Through scraps of Ethans writing laying around, we learn that hes a pretty creative kid. If youd ever asked him, hed probably tell you his inspirations were Poe, Chandler, Lovecraft, and Verne. With this talent comes the evidence of a disturbed mind and a town with a secret underground some people are all too eager to get to. Some of his writing fits in with the events in town that you learn about through the paranormal mystery puzzles and newspaper clippings sitting around. There was an ever-present sensation in the pit of my stomach that something was up and it probably didn't want me here.
There was a lot of time to ponder the events of each case and how they related to the big picture, thanks to the sheer size of Red Creek Valleys map. While not a fully open world, you can get to most places through a handful of paths and practicing a little mental triangulation as you work your way around. Nooks and crannies leading to quiet spots in the shade of the forest or some tossed away rotted wood planks that once upheld something or other are all over the place. I had the option to run everywhere, but I found myself utterly entranced by the almost photorealistic, if slightly dreamy, visual work done by The Astronauts. Every few steps was another gorgeous vista overlooking a lake. Every rock looked sharp enough to scrape my skin on. Its hard to believe that this was all done in Unreal Engine 3. If you've ever looked at a single screenshot of the game, the visual fidelity remains that consistent for every backdrop.
Several times I sat down under a tree for a few moments, watching as the knee-high grass whipped around in the wind. I closed my eyes and took in the soundstage. So perfectly crafted, small sonic details most games dont have the time, money, or the will to reproduce so crisply. Had I not been watching the vivid countryside dancing before me just seconds before, I would have sworn I was listening to a Chris Watson sound collage. Positional audio is one thing that developers rarely get right, but it is one of the most essential elements in establishing a truly enveloping sense of place. When a crow cawed above my head, the sound moved realistically as I turned to face the source. Bug screeches, bending branches, rattling metal constructs, all represented with care. Headphones are an absolute must.
It isn't all purely idyllic, only a handful of shortcomings stain the pages of Ethans story. The first issue comes from the voice acting, which is about as stale as moldy bread. Paul himself performs the gravely-voiced detective role just fine and Ethan sounds much like a kid his age would, but any of the other supporting characters sound very off. The character models are another problem, their design and models not matching up to the picturesque backgrounds. They are stiffly animated, weirdly textured, and lack a lot of depth which would help them blend in more with the backgrounds. I wont say its something like the toons sitting in a bar with Bob Hoskins in Who Framed Roger Rabbit, but it is very noticeable. Some may find the game length too short, but I personally did not find this to be a big deal.
At a short 3 to 5 hours, Ethans adventure is over relatively shortly. But the game is always presenting you with something beautiful to look at, something suspicious to chew on, or some puzzle to solve. It even changes up the mechanics here and there to help keep things feeling fresh, avoiding too much repetition in the more game-y mechanics. This is a game which can be enjoyed by those who want a little meat on the bones they find leaning against a tree in the forest, reminding me a lot more of Ether One (a game you must check out if you enjoy Ethan Carter, by the way) than Dear Esther. The Vanishing of Ethan Carter is meant to be taken slowly, absorbed like a good book dripping with detail. The ending may not exactly be the most surprising and some may find themselves a little disappointed. But the journey towards it is full of heart and imagination. Much in the way that Ethan Carter himself is.
It will always autosave after you complete an event. The save icon is the same three white dots at the bottom right corner that appeared during the initial load screen.
I know some of you are still on the fence about purchasing, so I put together my thoughts in case you want a GAFfer's opinion:
Very recommended. You probably know my taste and that I love what many call "walking simulators" but this is something a little bit more. It's a very special short story that isn't the most original idea around, but it certainly makes for a really good trip.
eh please devs put manual saves in your games for gods sake..
At least auto save every 5 mins or something..
I don't think it's really required for this game.
I just tested it for 20min ... Wow just Wow. This game makes your Jaw drop. Runs perfectly at 60fps with 4xMSAA/16xAF on highest settings and is a looker. I have a GTX 770 (and lol it uses 800mb VRAM ... little stab at the Mordor Thread Panic). Easily the best looking Environments in a Game to date. I hope for some SGSSAA Bits soon.
And the atmosphere. Looking forward to playing it later.
I did some testing with the official Bulletstorm SLI compatibility bit (0x02402005) (force afr2) and a SGSSAA compatibility bit that worked for me in Bulletstorm (0x080000C1). Used a 3570k@4.6, 8 gigs ram, 2x780 SLI, win7.
4xSGSSAA seemed to work in the intro area, but the result was not perfect. For example, there is some kind of lighting effect on the rail that you follow that had very noticeable jaggies.
The SLI compatibility bit gives a clear performance boost on my setup. Avg fps was 45 in FRAPS without, and 70 with. This is using the 4xSGSSAA of course.
I haven't tested this past the very first moments in the intro, so I can't say anything about bugs, crashes or other side effects of using sgssaa and sli.
Thank you very much.I
I know some of you are still on the fence about purchasing, so I put together my thoughts in case you want a GAFfer's opinion:
Very recommended. You probably know my taste and that I love what many call "walking simulators" but this is something a little bit more. It's a very special short story that isn't the most original idea around, but it certainly makes for a really good trip.
Yes, one investigation involves Lovecraft influences.One question, are there some Lovecraft influences in the game?
I can't see the framerate as Rivatuner's flipping out on the game, but it feels like a smooth 60FPS (after enabling triple buffering, that is) most of the time, but with a lot of little stutters while turning the camera or moving. It's a bit annoying. The game froze a couple of times as well. Ctrl+Alt+Del - Alt+Tab fixes them, though.
The graphics, damn! Outstanding!
But why no 21:9 support?
This is how I interpreted it:Finally, GIANT MAJOR ENDING STORY SPOILER DISCUSSION YE BE WARNED:
Am I interpreting the ending correctly in that Ethan suffocates in the room, and none of the investigations / corpses anywhere else are real? Or are they supposed to be real but caused by other events than the explanations given in the game? I'm assuming they didn't happen, and everything (including you) was just from the various stories Ethan dreamed up.
or 16:10. Pretty game so far. I like these sorts of games, but black bars are kind of a bummer.
The graphics, damn! Outstanding!
But why no 21:9 support?
Yeah, I cropped out some black bars when posting some screenshots, but I barely noticed it in game, I found the game so immersive. Mirror's Edge is one of my favorite games of all time, but it was also Unreal Engine 3 and also had black bars for 1680x1050.Unreal Engine games are famous for not supporting "non-standard" aspect ratios , I guess this means the game wont run properly on 3 screens either.
Hopefully someone releases a fix for it, but im not getting my hopes up as this is quite the niche title.
That sucks -- for people with stuttering, can you post the graphics card? It was fine for me most of the time with a GTX770 2GB, so it might be worse on the AMD side right now.What's with the immense amount of stuttering? :/ Taking me out of the experience.
Yeah that was evil. BIG SPOILER ANSWER:OH MY FUCKING GOD THAT ZOMBIE MONSTER ACCIDENTLY MADE ME THROW MY MOUSE OFF MY DESK
How are you supposed to dodge him btw? I've just been running the other way when I see him but doing that makes me lose all sense of direction in this cave.
Thank you very much.
Sound like a game I would like.
Is the game demanding? Can the graphic settings be tone down in case?
I'm think to play it through Parallels Desktop.
That's a bug and someone else had the same thing. I don't know if they managed to redo it. Spoiler about correct cave ending sequence:I'm confused. I solved the puzzle in the mines and the big tentacle monster came out then I was under water. Figured that's the next level, but then the zombie guy popped up and took me back to the caves again. Is that normal? The zombie guy looked all glitched out so I'm hoping that's what's supposed to happened and not some weird bug. I went back to the puzzle and it's all caved in so I can't access the top anymore.
Please consider spoilering that because (spoiler from near the end)
That's a bug and someone else had the same thing. I don't know if they managed to redo it. Spoiler about correct cave ending sequence:
The zombie shouldn't show up again. You see the tentacles underwater, then after a few seconds some sequence played...might have been a flashback or something, I forget. You end up back at the entrance where you saw that warning sign about how the ritual has failed, but now the entrance is locked, and there are some notes around to read, with a story and some information about Ethan's brother. You may be able to just find that entrance and look around to see if it triggered the notes to pop up.