10 years ago, Ethan Carter pioneered the missing environmental story

Key takeaways

  • The Vanishing of Ethan Carter served as a template for narrative exploration games, expanding the boundaries of the medium.
  • The game's use of photogrammetry created an immersive, surreal world with terrifying moments juxtaposed with realism.
  • Ethan Carter's influence can be seen in games like Edith Finch and Firewatch, emphasizing environmental storytelling.



Ethan Carter is missingby Developer The Astronauts, the indie studio's first title, was originally released on September 25, 2014. At the time, it was seen as an outsider, ie Ethan Carter is missing did not seem to fit well into established genre conventions. Although the term has come to have a negative connotation, as a first-person exploration and puzzle-solving experience, The Vanishing Ethan Carter Can technically be classified as a “walking simulator”. However, this reductionist label usually implies, and in the last decade its vision has proven to be contender in many ways.


As an earlier example of experimental work being done in video games, and how the boundaries of the medium can be stretched, Ethan Carter is missing Set the template for a growing subgenre of narrative and exploration-focused titles. Looking back ten years later, this Games remain one of the most influential examples of how informed environmental design can create an experience greater than the sum of its parts. Ethan Carter made great use of modern technology to present its world, incorporating these technologies into its presentation to create a curated setting that is superbly immersive, and provided the blueprint for how subsequent titles could achieve similar heights.

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10 years later, the ebb and flow of Ethan Carter's approach to environmental storytelling still looms large


Ethan Carter's Missing was a prototype for environmental storytelling

The first thing players see when they boot up Ethan Carter is missing The text says it's a “narrative experience you can't hold in your hand.” Players control Paul Prospero, a detective investigating a strange mystery in a sleepy Midwestern town during the 1970s in Red Creek Valley. Ethan Carter is a 12-year-old boy who seems lost. Without traditional guidance provided by quests or map markers, players must rely primarily on the strength of their navigational skills and level design, wandering around the forest to discover and solve an organic series of puzzles to uncover the truth of events.

What stands out immediately Ethan Carter is missingUse of photogrammetry; A process by which multiple photographs of real objects are used to render their digital versions incredibly accurate and realistic. Ethan Carter Players literally need to go off the beaten path to follow breadcrumb trails through winding paths and eerily crumbling houses, paying attention to meaningful details scattered throughout.


This method also gives the world a layer of surrealism. While the valley itself is extremely natural, this natural beauty is contrasted against some of the more intense moments and scenes of supernatural horror, and the effect is remarkable adding to the mystery of the experience, punctuated by major story moments and revelations. Ethan CarterThe setting is an integral part of the story, and is essentially a character in itself.

The loss of Ethan Carter's influence can still be seen and felt today

There are many other titles that followed Ethan Carter is missingand was compared positively, particularly through a similar depiction of a fascinating world through a focus on moody environmental and related elements. Some notable games that focus on exploration within a strange or chaotic environment are:

  • Relic of Edith Finch
  • Firewatch
  • Everyone has gone to the Rapture
  • supervisor
  • wakes up even deeper


Ethan Carter is missing It was a pioneer in such design, and is still considered one of the best for its focus on great environmental storytelling. Its photogrammetry approach combined with supernatural and Lovecraftian-influenced vignettes serves as a top-tier example of games that blur the lines between reality, and provide a more unique, non-traditional experience. Ethan Carter It showed more than it told, as reflected in Red Creek's lively yet foreboding design. The valley and its landmarks naturally guide players without signposting, immersing fans in a memorable and breathtaking landscape. Its lineage lies in various titles, and the sensibilities it exhibits in this field remain visionary and retrospective.

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