It may depress you, and it may leave you with tears in your eyes afterwards, but when a game tells a story as well as What Remains of Edith Finch does here, it deserves not just to be played, but to be remembered and discussed and considered long after you've set down the controller.
It goes without saying that this game sets a new benchmark for storytelling, and the imaginative ways in which it's done, all the while dealing with death in a delicate and poignant way.
Loved this game it is short and a bit sad but I loved all of it. You get to see parts of people's lives and it shows a lot of grief but it's not an overwhelming amount this is one of my favorite games that I have 100%
In a rare case, I took this game on as a short platinum trophy for a YouTube challenge; and was floored by the journey.What Remains of Edith Finch is best left generally underexplained. However, the variety of gameplay styles between the chapters and the presentation for each vignette is so creative and connects the stories together in such a nice way. The chapters themselves create this web or tree (ha) that thoroughly introduces the idea to the player that this family certainly seems to bear some unfortunate curse.Again, without going to far into the weeds, Play this game. Do yourself a favor and sit down for the 2-3 hours it takes to get through the whole thing and just enjoy yourself. It's approachable to any kind of gamer and tells a meaningful and thought provoking story.
What Remains of Edith Finch may only provide a brief glimpse into the lives of its characters like a family photo albums filled with moments that have long since passed, but it’s sure to leave a lasting impression.
Edith is the last living Finch and that's meaningful because the Finches have one hell of a tough time staying alive. By my count, there are 37 tombstones in the cemetery -- 12 for the humans and 25 for the pets. I probably missed some.
While there are only brief glimpses into the life of each person, there’s a sense of connection that grows with the Finch family over time. The episodes that make up its story explore a variety of subject matters, tapping into the psyche of getting to know your roots, with all of the flaws and mistakes of the past laid bare. What Remains of Edith Finch isn’t a long tale, but it’s a sensory journey, imaginative and thoughtfully realized. It makes an impact that keeps us thinking well after it’s done.
Ultimately I consider What Remains of Edith Finch less essential than The Unfinished Swan, but certainly not less worthwhile. This is a moody, thoughtful, and often harrowing account of Edith and her tragedy-ridden kin, and if you’re the sort who finds tragic or adverse accounts to be of the highest profundity, you’ll likely adore what’s displayed throughout this exploration of mansion, mind, and psyche.
excellent jeu en tout point graphiquement et techniquement impeccable gamplay plaisant ost et doublage de qualité bonne durée de vie et scénario intéressant
Viele Geschichten ohne sehr tief in diese einzutauchen. Wir erfahren nur wenig über die jeweiligen Verwandten, nur ihr Dahinscheiden wird hier bebildert.
Bekommen tut man eine vom Schicksal geplagten Familie, die nicht aus der Spiral ausbrechen kann.
Gameplay sehr schlicht und ein durch und durch auf netten Ideen aufgebauter und reduzierter Walking Trip. Hier ist die Geschichte und der Stil entscheidend. Leider zu kurz und zu wenig substance durch die Erzählung der einzelnen in kurz Formen.
I just finished What Remains of Edith Finch, and to be honest, Edith talks way too much, constantly overexplaining everything and the deaths often come across as a series of narrative gimmicks rather than a thoughtful exploration of grief. Take Gregory’s death, for example—it just feels ridiculous. The game tries to turn a child's drowning into a whimsical, floaty minigame, and instead of being emotional, it comes off as tone-deaf. Gus’s death isn’t much better—it’s over-the-top, and the way it's presented feels more silly than tragic. Then there’s Walter, whose story doesn’t even make sense. He just secludes himself for decades, and we’re meant to accept it at face value. The game asks for so much suspension of disbelief that it’s hard to take seriously. Even the dialogue when it tries to be deep isn’t actually deep. It’s all vague, recycled analogies like "These items have finally come back to me, or maybe I came back to them." It’s just word salad that tries to sound profound but doesn’t actually say anything meaningful. And the way Edith just conveniently learns everything now? The game just shrugs it off with "Oh, they didn’t want to talk about it." That feels like a lazy explanation when nearly every family member has died under bizarre circumstances. Honestly, the only stories I actually enjoyed were Barbara, Molly, Calvin and Lewis. The rest were just poor. By the time I reached the ending, I felt nothing. It’s frustrating because the game clearly wants to be emotional and profound, but between the constant narration, the forced "poetic" writing, and the inconsistent tone, it just doesn’t land. Instead of feeling like a meaningful exploration of loss, it ends up being a rollercoast ride with no real depth. And honestly? I think I just hate walking simulators at this point. This was my first one, and if this is supposed to be one of the best in the genre, then I don’t think this genre is for me. This just wasn’t a good experience.
I am a happily married husband and father of 2 children I drink my coffee every morning and go to a job that I love work till noon and come back to my loving wife and children and we have a lovely dinner together and my wonderful life is more depressing than this game.
I didn't catch a thing that why this game is called tragic.
grow out of it.
SummaryThe game is a collection of short stories. Each of those stories focuses on the death of a different Finch family member and each is meant to look and feel different from the others, the way no two people in any family are alike. [Giant Sparrow]