Game looks even better now with 21:9 support
Game looks even better now with 21:9 support
Sorry, just the first couple of minutes of the gameHoly 30+ megabytes of embedded images in a single post, batman, to say nothing of environment spoilers for people who haven't seen some of those locations yet. D:
Answers about that scene:I have a question about an early scene.
What do you with that murder scene? I moved the car, but it didn't trigger anything. I also think I'm supposed to find a rock, but it's nowhere to be seen.
Answers about that scene:
The car has to be moved to a certain spot and it should register. Look at the tracks carefully.
There is a rock around, though I don't remember where. Just keep exploring that area near the tracks.
Don't worry too much, since at the end of the game you can go back and catch up on any scenes you didn't finish.Well, I'm pretty sure I put the car into the right spot and there's a spooky sound each time I exit it. As for the rock, okay then, I'll try to find it. Thanks! I was wondering if it was somewhere else. I actually already saw the astronaut in the forest and went as far as the "village", solved the puzzle in the house and moved on to the cemetery. Anything else I missed?
Don't worry too much, since at the end of the game you can go back and catch up on any scenes you didn't finish.
And for the item:I feel like the rock was kind of small so it might be hard to spot. And it's blood-stained...did you examine the corpse and the area nearby?
Sorry, just the first couple of minutes of the game
Buh I want these graphics in a Skyrim type game so badly, and I loved Ethan Carter. Actually I'd rather have them in a Stalker like game or Day Z, speaking of what's in the water over there that makes Polish and Ukraine devs so damn good with graphics tech? We've got 4A Games that make the Metro series, the folks that worked at GSC Game World (Stalker series), these guys at The Astronauts, Bohemia Interactive (Arma) and the studio making the f2p Stalker-alike game Survarium (which has ex Stalker people). These dudes need to form a super studio over there and keep using the photogrammetry tech, still in awe of how good Ethan Carter looks.
Wages and cost of living being approximately one-third that of the U.S.
Finished it last night and overall really enjoyed it. The twist ending wasnt really a twist as i had kinda guessed thatIn a way i dont think it was intended to be a twist, more something you come to a dawning realization of as you play.Paul was another one of Ethans stories. Like you have this realistic world that suddenly sprouts fantasy elements like the elder-god or the astronaut, and they turn out to be just Ethans stories come to life, well whats more fantastical than a supernatural ghost detective?
You may be right about wages but I'd argue about the cost of living. Anyway, how is it related to talent?
Higher budget doesn't translate directly into better graphics, which I believe was the original question asked. It seems that the mapping technique Astronauts chose for their game works well for this genre. An 8-people studio could achieve such results in just 2 years which is very promising. Hopefully more games use it.With budgets being the primary constraint, I was merely saying that budgets go further.
I also think that you don't have much insight into the cost of employment and living in a place like Warsaw, where their studio is located. It's not that low as you could've imagined. My friend's in the US on business right now and every day I read on his FB "xxx is so cheap here, I can't believe it".
Haven't played in a while and now I'm stuck (maybe) in the mines.
Do I have to go where the monsterman appears and shakes you a bit? Or is this something I need to do later? I'm not sure if I'm supposed to do something there or come back later, cause everytime monsterman shakes me the game starts with me facing away from the entrance.
I already met "Ethan" at the end of the game but I need to complete the "Stories" before truly finishing it and I'm not sure if this is one of them
How exactly do you avoid the zombie in the mines? It's freaking me out a lot more than it should.
I did find the open space a bit tedious when I was doing heavy backtracking to catch some things I missed -- I took 5 hours instead of the typical 3 hours.Maybe this goal of large open spaces and a lot of wandering is highly deliberate and my distaste totally subjective, where such empty space is highly valued by others. But there it is. I love what Ethan Carter wants to do and its highs are very high, but I feel there's a lot of wasted space and unnecessary openness that doesn't fully compliment or enhance the vision, and in many cases hinders it.
Overall, sadly, I am not a fan of The Vanishing of Ethan Carter. I wish I was, as a lot of the components that make up the whole are very attractive to me; it's gorgeous to look at, rich with atmosphere, and the heart of the mystery being told is compelling and interesting.
It's how these pieces come together that I struggle to agree with. The similarities to Gone Home in vision and structure are where I'd draw similarities: where Gone Home was immensely dense in content to investigate and a wealth of visual storytelling, Ethan Carter is a far more empty and lonely. And while this may have been deliberate, I feel too often it doesn't compliment the story being told, and instead results in a lot of wasted space. It borderlines on a neat story and vision confined to what kinda feels like a tech demo where Gone Home felt more like a complete, refined work of interactive narrative.
Maybe this goal of large open spaces and a lot of wandering is highly deliberate and my distaste totally subjective, where such empty space is highly valued by others. But there it is. I love what Ethan Carter wants to do and its highs are very high, but I feel there's a lot of wasted space and unnecessary openness that doesn't fully compliment or enhance the vision, and in many cases hinders it.
Overall, sadly, I am not a fan of The Vanishing of Ethan Carter. I wish I was, as a lot of the components that make up the whole are very attractive to me; it's gorgeous to look at, rich with atmosphere, and the heart of the mystery being told is compelling and interesting.
It's how these pieces come together that I struggle to agree with. The similarities to Gone Home in vision and structure are where I'd draw similarities: where Gone Home was immensely dense in content to investigate and a wealth of visual storytelling, Ethan Carter is a far more empty and lonely. And while this may have been deliberate, I feel too often it doesn't compliment the story being told, and instead results in a lot of wasted space. It borderlines on a neat story and vision confined to what kinda feels like a tech demo where Gone Home felt more like a complete, refined work of interactive narrative.
Maybe this goal of large open spaces and a lot of wandering is highly deliberate and my distaste totally subjective, where such empty space is highly valued by others. But there it is. I love what Ethan Carter wants to do and its highs are very high, but I feel there's a lot of wasted space and unnecessary openness that doesn't fully compliment or enhance the vision, and in many cases hinders it.
I can't get rid of level loading stuttering. Reminds me of Bioshock Infinite. Is there a fix for this?
It autosaves, but it's a bit vague as to when it does it. I think it usually happens when you finish a case or something. There's no manual save.Is there no save key in this game? I just bought the game recently, played for a couple of minutes, enjoyed the sights, made it to some graveyard then quit for the day. Firing it up again, I find myself back in the beginning T_T
Finished the game! Really enjoyed it in the end. I didn't care very much for the empty spaces at first, but came to appreciate it. The high point of the game was the, really brilliant.astronaut bit
In regards to the ending:
Does the newspaper clipping found in the "forest of traps" area describe what happens at the end of the game? Or is it about some earlier incident?
Did you try that fix with baseEngine.ini ?
Shit, you're right. Some stuff is cheaper, but this is basically a toss-up.
To my original point with regard to wanderingpros' comment:
My point was that if you were a developer in a lower cost area (not that this applies in Warsaw, apparently, which causes the whole thing to fall apart), the lower costs basically buy you more time to work on things like graphics (other things like talent and budget being equal).
This was an attempt at a counterpoint to wanderingpros making a remark, however seriously, about Eastern European developers' perceived graphical advantage.
Did you try the baseEngine.ini fix? I didn't have any stutter that I noticed aside from loading, but that change might help non-loading stutter. I think the loading stutter is Unreal itself, but I thought it took more than 10-15 seconds to cross a region before reaching another to load.Enjoyable so far. As expected I spent far too long wandering off the beaten track admiring the sights, but there is a game in there somewhere. Not sure I like the audio dialogue too much, it feels somewhat at odds in a game that prides itself on no hand-holding.
Performance looks great on paper (60-80 fps outdoors at max settings with 4XMSAA) but was so stuttery I did a quick frametime benchmark which showed some frequent variances from <10 to >30 ms. Let's hope they smooth things out in an update.