While Paul does occasionally murmur some vague filler, he's always brief about it. On Paul's long nature walks there's ample opportunity for him to be constantly spewing his thoughts and ideas, as protagonists often do when someone isn't calling them on the phone to spew their thought and ideas. This is the first game in a long time where I never wanted to skip anything being said, and that's because not all that much is said. When it comes to story, especially one with supernatural elements, developers The Astronauts have exercised remarkable restraint. are they gonna add some DLC mysteries in here or something?" At times, though, a small part of me was thinking "I've been on this winding trail for ten minutes and found nothing. I enjoyed all my strolls (with the exception of running into invisible barriers occasionally), and never got bored: it's just too damn lovely for that. Some will enjoy it, feeling a bit of a Dear Esther vibe others, I'm sure, will wish there was a bit more to actually do. There are several long stretches of trail, perfectly enjoyable to walk along and scenery-gaze, but with absolutely nothing going else on. The beautiful world is also extremely large, and while this isn't a complaint, I do have to note that it's not exactly stuffed with activities. There's a lot of sprinting around in the dark, often in confusion, through winding, generically spooky, near-identical tunnels, where the initial heightened dread and fear quickly gave way to a "let's get this over with" mentality (though the puzzle at the end is fun).
THE VANISHING OF ETHAN CARTER IGN SERIES
The beauty of the outside world makes it a major bummer to have to leave it during an overlong jaunt in a series of old mining tunnels, which is the game's weakest section. Sometimes you just have to stop and take it all in. On my PC-Intel i7 2.8 GhZ, 8GM RAM, Nvidia GeForce 660Ti-it ran remarkably smoothly on maximum settings for such a fine looking game. I'd live in Red Creek Valley in a second, and possibly, for a second. I don't care if there are bloody corpses all over the place. Peering over the edge of the massive dam (and peering back up at it, later, from below), gazing at the sunbeams filtering through the trees, admiring the beautiful decay of abandoned buildings, staring across a bridge, crossing it, and then turning to stare across it from the other end. The lighting, the textures, and the attention paid to the foliage and landscape meant I'd wind up stopping every couple of minutes just to look around in admiration. It's the loveliest outdoor environment I've ever wandered around in. That's the best kind of tension, and it's entirely successful here. The tension in Ethan Carter comes not from continuously trying to scare you, but from making you continuously think you might be scared at any moment. Despite there only being one real, genuine, board-certified jump-scare-cheap, sure, silly, yes, but still well done-there are plenty of other startling moments, and the general sense of dread and loneliness led to me jumping a number of other times, sometimes just at the sound of Paul's voice as he suddenly decided, after long minutes of silence, to muse out loud. The Vanishing of Ethan Carter isn't really scary.
I've seen these types of puzzles in games before, but even so, they're very well-made and satisfying to solve here. One requires a fair bit of memorization, something I'm rotten at (I had to resort to taking screenshots and referring to them for comparison), another involves matching symbols and shapes to unlock a gate, and, naturally, there's a big water valve to turn (video games). There are a couple of other types of puzzles as well. Still, even when it's easy, it's good fun. There a handful of such ghostly replays to manage, and the others are a bit more straightforward, the final one being so obvious it seems silly to even ask the player to number it. I found it positively thrilling the first time I completed one correctly, though unfortunately, it peaked with that first sequence.
THE VANISHING OF ETHAN CARTER IGN MOVIE
It's an enjoyable activity, sort of like directing a movie without having seen the script. If you don't, the scene will play until it reaches your mistake before dissipating, leaving you to make corrections and run the spook-reel again. Once you've assigned numbers to the ghosts, you can watch the entire scene unfold from start to finish in a spectral replay, provided you've ordered the scene correctly.