The Sublime and The Vanishing of Ethan Carter
It is a quiet, still afternoon. There is nothing on TV and
you have read every book in the house twice over. You decide to instead go for
a walk in some local woodland. The crunch of leaves underfoot, the cool air,
the stillness of the tree branches; it relaxes you and puts your busy mind at
ease.
Sat on a fallen log, you take it all in. You wonder if you are
the only person for miles around. The pillars of bark go on seemingly forever,
fading from the orange of autumnal leaves to the encapsulating blackness in the
distance. In that moment you come to realise your smallness, not just in this
patch of woodland, but in the whole of this vast world. In that calm, blissful
moment, you are terrified by your own inconsequential existence.
This is the strange feeling known as the natural Sublime.
(Yeah, this one is going to get a bit emo.)
The Sublime is a concept that artists and poets have
wrestled with for centuries, and still lacks a clear definition. The best
summary I have found is by the 18th century writer and philosopher
Edmund Burke, who described the Sublime as trading proportion and feelings of
harmony and peacefulness for a pleasant, distant terror; that being a small
piece of a far larger world is both pleasant and terrifying.
“Oh shut up, Matt,” I hear you muttering aloud to
yourselves, “I’m here for your ramblings about video games, not another university-esque
existential crisis!” Well, boy, do I have a treat for you, because today we are
going to examine how the Vanishing of
Ethan Carter induces the Sublime in players through its art
direction/implementation, its musical score, and its mechanics.
If you missed this game, Ethan
Carter is a walking sim, or an interactive story, set in 20th
century rural New England, and concerns the disappearance of the titular young
boy. The game takes its story inspiration from Lovecraftian and gothic horror, with
the player stepping into the shoes of Paul Prospero, a paranormal detective,
and setting off to the hamlet of Red Creek Valley to uncover the mysteries of
the place and, ultimately, find Ethan Carter through solving both real and
supernatural puzzles.
But we’re going to ignore the story for today. Instead, let’s
look at the most obvious aspect of the natural Sublime – the games rendering of
nature. The nature of Ethan Carter
being a walking sim means that there are no other NPC’s in the game, just the
player and the game world (for the most part). By isolating the player in this
way the developers have enabled the landscape to take on a persona of its own,
and we can see parallels of this in the world of classical art. Works such as
Friedrich’s Chasseur in the Forest depict
a lone cavalryman staring into an impenetrable evergreen forest as though he
has spotted something, and this is not unlike the beginning of Ethan Carter: the player starts the game
walking along a train tunnel, emerging into thick and unyielding woodland. This
meticulously finished landscape also offers illusions of grandeur, extending
the use of highly detailed tree models further than the playable area, unlike
most games of this type and budget would. Combining this with global fog and
camera bloom effects makes the landscape part of the drama, not a container for
it.
![]() |
The Astronauts, 2014 |
The use of the Northern Appalachia as a setting is
particularly deft here, as the regions deciduous forests, mountains, and lakes
have given the developers the opportunity to recreate an imposing and beautiful
environment. But as the rest of the playable space is revealed to the player,
the beauty of it becomes detached from any singular object, thus fulfilling the
abstract, formless quality of the Sublime. The game also makes sure that the
manmade objects in the game are seen as small, meaningless, and ultimately
unnatural. From the poorly constructed tent in the woods to the water towers
alongside the train tracks, these small, grey, uninviting structures are in
direct contrast to the vast green landscapes surrounding them, playing into
Edmund Burke’s idea that greatness of dimension is a powerful factor in the
creation of the Sublime.
Most of these structures are not open for the player to
explore either, as if the game would rather the player simply roamed around the
woods and lake shore grappling with life’s greater meaning, not concerning
themselves with Red Creak Valley’s inconsequential manmade history. There are,
however, some larger structures that the player can enter, but these are dark,
bleak spaces being overcome by nature. This eerie presentation is combined with
the buildings implementation to make the player feel uneasy and want to retreat
back into the welcoming virtual “natural” world, and we can see this in two of
the games supernatural puzzles that revolve around manmade structures.
![]() |
The Astronauts, 2014 |
The first of these examples is in the hamlet’s mine, where
the player must find the corpses of three miners without being killed by the
forth undead one who roams the mine. The player is never told that they might
die so the first encounter with the undead miner can be traumatic. This section
is in direct contrast to the rest of the game because it is the only time that the player can be killed,
and it is at the hands of a man, albeit an undead man, in a dark and enclosed manmade
space.
Secondly, there is the puzzle in one of the houses by the
dam. The house appears old and dilapidated from the outside, already giving
off an unsafe vibe. But once the player enters, they find that the interior of
the house has been swapped with the house next door. What’s more, the player
must correctly guess which rooms connect to which in order to complete the
floor plan and be allowed to leave. This spatially impossible puzzle, combined
with the eerie music and lighting, encourage the player to complete the puzzle
as quickly as possible in order to return to the safety and normality of
nature.
Music has a far larger impact on the player than just the
one puzzle. The orchestral score of Ethan
Carter is used to sign-post moments of drama, both in terms of gameplay but
also to build upon the environment and further enhance the games sublimity. This
is in line with the evolution of romantic music of the late 18th
century, with its overwhelming sound and abrupt transitions adding a Sublime quality to the music.
As the game starts, the player hears the music is soft and gentle , almost as if the game is encouraging the player to take their time;
to be calm and contemplative. This music blends with the sound of bird song and
the player characters own footsteps in the undergrowth to keep the player at
ease. With each snapping of a trap, there is a small crescendo to place
emphasis on the surprise and sudden uneasiness of this place, coming to a
larger climax when the player is transported to the clearing of ashes and
bones. This brashness to the music is countered now by a near total silence,
highlighting the unnatural surroundings.
![]() |
The Astronauts, 2014 |
When the player returns to the real world, the music is once
again soft, gentle, and soothing, slowly building as the player emerges from
the woodland onto a rail bridge, where again the music becomes loud and
bombastic, seemingly coming to a crescendo with every point of interest the
camera pans over. This inspires awe in the players mind and further makes them
feel small within this vast world.
In summary, The
Vanishing of Ethan Carter uses the natural Sublime as a means of building
tension without keeping the player on edge. The surreal imagery that appear in
the manmade spaces are connected by longer periods out in the wilderness,
which, whilst foreboding and ominous, are benign and make the tension and fear
more abstract; the player is fearful yet comforted by their isolation, knowing
that they currently exist in a moment of normality within the forest. The
lighting and visual effects make these natural spaces feel comfortable whilst
making the player feel small within them.
A great contemplative game, perfect for a rainy afternoon.
Thanks for reading.
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