Friday, September 19, 2014

Ether One

White Paper Games - 2014 - PC

The premise alone for Ether One probably would have been enough to get me interested in playing this game, not to mention that it had mostly positive(ish) reviews upon its launch earlier this year. Gameplay wise, it's kind of one is one part interactive story and one part puzzle game. It's like if Gone Home had a baby with the old school adventure/puzzle games like Myst. In Ether One, you'll be playing the role of "The Restorer". You're contracted to help a medical researcher treat a patient with dementia by entering the patient's mind Inception style and then finding and restoring the patient's lost or broken memories. Really interesting premise, right? Unfortunately, most of what's typed below are a lot of the faults I found with the game. There's a lot of good stuff to be found with Ether One too, but I chose to focus mostly on the things I thought could be improved to make a more complete experience. I want to submit some constructive criticism because I know that Ether One is the type of game that I usually like, but there were a few problems in the way of making my experience truly awesome

Like Gone Home before it, the story of Ether One is told via voiceovers that occasionally kick in and give you narrative details when you're standing near or looking at something of importance. You'll be exploring a deserted island as it exists in your patient's memory and discovering your patient's life history by exploring this small island. The primary voice you hear is that of the lead researcher of the project you're assigned to. She chimes in now and again to give you your objectives and bark out orders on how you're to carry them out. Her character reminded me a little bit of GLaDOS from Portal. She serves to guide the player and move the game along, but her motivations seem questionable. You don't feel like you can completely trust her. The game seemed content to keep this character sort of ambivalent all the way up until the end of the story. Actually, I found a lot of the story's details to be a little vague and I'm not sure if this was intentional or poor narrative execution.

Adding to the confusion and the vagueness of this story is the other female character's voiceover who just starts talking to you out of nowhere. For the longest time, I thought I had missed some important cutscene where the game delivered a bunch of narrative exposition and this other voice was introduced, but nope. For most of the game, you're not sure who this voice is supposed to be or what the relevance is of the details she provides are. To me, this sort of ambiguity wasn't even interestingly vague or mysteriously vague. It was more confusingly and annoyingly vague. A lot of what either of the two voices talk about seemed incohesive and irrelevant to the rest of the story. Because of these problems, it took Ether One quite a while to grab me and for the game to really click with me. There's some really well executed scenes about halfway through the game that pulled me in and there's also an interesting twist at the end, but unfortunately you'll have to tough it out while the game stumbles through the confusing introduction of the setting and characters.

The focus of the gameplay in Ether One is on exploration. You need to find a certain number of red ribbons in each area before being allowed to proceed to the next one. The game also includes some puzzles, but interestingly, nearly all of the puzzle sections in Ether One are completely optional. Since they're not required, solving these puzzles serves only to give you an extra bit of narrative about whichever area you're in. I think it's fortunate that the designers made these optional, because the puzzles I attempted to solve were so frustratingly poorly communicated. I had absolutely no idea what the game wanted me to do with some of these puzzles. Sometimes I wasn't even sure if what I was looking at was supposed to be a puzzle at all. I happened to accidentally solve one of the puzzles, and I wasn't even really sure what I had done to complete it. A lot of them involve placing the correct items gathered from various places around the island, but you can only carry one item at a time for some odd reason. It felt like the game designers were hacking around the game engine rather than coding a decent inventory system. It was a pretty unintuitive mess. Mercifully, these are indeed optional. Aside from the puzzles, the rest of the gameplay was sort of unremarkable and uninteresting. If you're playing Ether One, you're doing it for the story, nothing else. But just like its story, I felt that there was something missing from Ether One's gameplay that could have really made this game special

Summary:
Despite all of my ranting above, I still liked Ether One. I wanted to like this game more than I actually did, but there was some bungled narrative and some really poor execution in gameplay that I just couldn't get over. It's also another pretty short game. That is, unless you try to figure out some of those crazy puzzles. That might pad the game a bit, but I'd advise against it. Skipping nearly all of the puzzles, I was able to knock this game out in about 3 hours. The subject matter in this game is really interesting to me and there are a few short sequences in where Ether One really shines. However most of the rest of the game is unfortunately kind of dull, incoherent or overly vague. Artsy folks who like the "open to interpretation" kind of story may dig this, but I found too many details were missing and my interest wasn't adequately captured at the game's opening. I really still did enjoy playing through this game though. Just not as much as I hoped I would.

No comments:

Post a Comment