Ether One provokes unusual behaviour from me. I started playing it when it released last year. After progressing quite a ways into the campaign, far enough that I could have powered through to the end without much trouble, I set it aside because a mad rush would have meant not playing it properly. I waited until I could do things right.
That's the sort of game Ether One is. You can finish it in four hours or so, merely exploring and solving basic puzzles. That's a valid way to reach a sobering conclusion and watch the credits roll. But there's another way, too, a completely optional one. It forces you deep into the game's virtual world, compels you to explore every corner in an effort to understand each nuance. That second way tries--and mainly succeeds--at giving actual life to the town of Pinwheel in a way I've not quite seen before in a video game.
How? I can’t tell you. Not really. That would lead into Spoilers territory. Yes, I know it’s cheap to brandish the “you’ll just have to trust me” card after breaking out the high praise, so that’s not entirely the path I'll take. Let me say instead that Ether One takes part within the failing mind of a dementia patient. You're asked to venture through memories that you can never be completely sure are stable. The easy way to play would be to explore three environments and pick up memory fragments dotted about the various landscapes. These are represented as red ribbons and, even if all you worry about is gathering them, you're in for a powerful experience. You’re not there by chance, after all; you’re a restorer, a visitor trekking through personified memories and trying to solidify a patient’s struggling memories in an effort to save them.
Staff review by Gary Hartley (July 25, 2015)
Gary Hartley arbitrarily arrives, leaves a review for a game no one has heard of, then retreats to his 17th century castle in rural England to feed whatever lives in the moat and complain about you. |
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