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Hey John,
there are plenty of puzzles to solve in the game. You are not just walking around the world. :)
Take care,
Adrian from THE ASTRONAUTS
Our game is on a huge 85% sale now, Kamen, don't you want to give it a try? You will probably not get a better chance to do that in a long time. :)
Take care,
Adrian from THE ASTRONAUTS
What makes it a little more than just a walking simulator to me is that a large chunk of the "puzzles" have a central gameplay dynamic of piecing together the events surrounding different murders. These feel more consistent and unified than the random puzzles you tend to find in pure walking simulators (though there are a few of those puzzles as well).
Every time you come across a crime scene, you need to search for objects used in the crime and return them to where they were before the murder occurred. Afterwards, you get a brief flash of several moments in the murder around the crime scene which you then have to figure out what their chronology was. This "piecing together" of the crimes helps make the game feel more active compared to something like "Gone Home."
As for whether you'll like this compared to "Gone Home," I think that depends on why you disliked that game. I wasn't a fan of Gone Home either but it had more to do with the the pointless story that delighted in red-hearings and false promises. Also, I hated how freaking slowly you walked (which is why I'm glad VoEC has a run button).
I think VoEC is a more compelling experience than Gone Home with a somewhat more interesting story. Unfortunately, while the basic plot is more interesting than Gone Home, the voice acting and quality of the dialogue/writing are much weaker (no offence to any members of The Astronauts reading this post).
I actually think that Gone Home's story got a lot more praise than it deserved because of the strong dialogue and (especially) the voice acting. This game, on the other hand, feels like it has its narrative potential squandered because of its weaker story telling (I frequently found myself reminded me of early Playstation games).
Overall, I think it's worth checking out for its artistry and it's narrative ambition even.
I didn't say anything about story because, even though it all started as that, story isn't what defines a game genre; in this case, story is more of a measurement, how much from other mediums this particular genre can "synthesize". That being said, a story-driven game can be defined as an adventure game.
The deal with Ethan, as it is with Gone Home, is the same as with many games today. Nowaday games tend to lean towards being a good, immersive experience: with good, realistic looking graphics and animation, "modern" (often dramatic) story, dialogue and, more and more regularly, inviting first person point of view. Whether it is more popular among players, easier to make, or just a generally adopted vision of gaming today.
Unfortunately for some, this course of action tends to put gameplay itself a little bit aside. Perhaps, devs can't rely on expecting players to play around in the game and be interested in it anymore; perhaps, this isn't what most of the players want anymore; but working on solid, thought-out gameplay nowadays seems to not be the priority. Thus we get the notion that some games today tend to be just "walking simulators", where the gaming part is just a way to be integrated, to experience the story and the world.
Of course, this turns out to be a bit unfair when talking about adventure games: they've always been like that. With the story being up front, in these games we, players, explore and use game features with mostly the purpose to proceed into that story, to see what will happen next. Players' actions themselves in a game like that are defined by the story. I would not go as far as to judge a whole, established genre for that. It is, after all, an adventure.
And Ethan is exactly that: with the premise, it's a story we delve into and in which we progress by exploring and solving its mysteries. In every scene, we are presented with a form of narration of things happened, with characters that have something to say, a theme. As it is in every genre representative, to dilute the exploration part we find ourselves interacting with the game by the means of puzzles, and with them comes what would be a very interesting narrative approach - sequence deconstruction. As creepy and as graphical putting in order every murder was, I, personally, couldn't get enough of it. On top of that, we get the meaning to all our actions, to what is happening; when every part, quite literally, comes together to expose us to the conclusion, the game also manages to bring the artistical wholeness.
With its scenery, its secrets, problems, hopes and dreams of the characters set in a remote, deceivingly peceful town - it is only fair to say that Ethan turned out to be a proper rural mystery that gets its hooks into you, a proper adventure.
While Dear Esther literally just has you walk down a single path as it tells the story, like pressing next while reading a visual novel, others (The Stanley Parable) will feature some branching storylines like most visual novels, and others even minimal gameplay.
For me, walking *is* adventuring (so long as you're given the choice where to walk) and walking is a staple of most adventure games. There's a hell of a lot of wandering around in Skyrim is there not?
Ethan Carter is relatively non-linear and certainly gives you freedom to explore. You don't even have to solve many of the puzzles I don't think (I honestly forget but I thought that's how it went).
So yes it's an atmospheric narrative-driven adventure puzzle game with a moderate to slow pace which is fine because I never got sick of admiring the graphics.
this is also why i'm rather torn on the game. had i watched a video walkthrough and NOT spent hours wandering around aimlessly, i probably wouldn't have bought the game. to me, the scenery *is* what is spectacular - but that quickly gets boring if you don't know what you're meant to do, specifically. on the flip side, once i knew what to look for and where to look for it, the game itself immediately took a rather "meh" turn. the puzzle mechanic doesn't really interest me, the story isn't even trying to keep anything from you, and the puzzle solutions are straight out of Sherlock Holmes or Soul Suspect, which came out at around the same time but that i played before this. i believe it would have been necessary with a more innovative approach to gameplay to make The Vanishing of Ethan Carter into a truly spectacular game. as it is, it 'just' feels like a somewhat derivative adventure game with lots of very pretty pictures, and an occasionally spooky setting.
This game is no walking simulator! IMO, it is a unique type of adventure.