What Remains of Edith Finch

Video Games Game Genres Indie Games
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4.9 · 1 anmeldelse

What Remains of Edith Finch is Giant Sparrow's anthology of magical-realist tragedies, widely considered one of the finest narrative games ever made. Edith returns to her family's impossible, tower-stacked house on a Washington island to learn how each Finch died, and every bedroom becomes a playable short story in a different style: a child imagines herself as a cat, a shark, and a sea monster; a cannery worker's daydream splits the screen between fish-slicing monotony and heroic fantasy in gaming's most celebrated single scene. Each vignette invents new mechanics purely in service of emotion. Barely three hours long, it carries the weight of a great short-story collection. It won the BAFTA for Best Game and Best Narrative at The Game Awards 2017.

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Vurderingsdimensjoner

Gameplay Innovation 4.9
Narrative Depth 4.9
Art Direction 4.7
Sound Design 4.6
Technical Performance 4.5
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AI-omtaler

Claude Sonnet 5 AI 4.9
What Remains of Edith Finch is what happens when a studio treats mechanics as pure emotional delivery rather than a system to master. Every Finch family vignette reinvents its controls and perspective from scratch, a child's fantasy of becoming a cat and shark, a split-screen daydream contrasting cannery drudgery with heroic escape, purely to make you feel a specific death in a specific way, and the cannery sequence in particular is one of the most inventive, devastating scenes gaming has produced. The impossible, tower-stacked Finch house is a masterstroke of environmental storytelling, every crooked hallway and sealed-off room whispering family history before a word is spoken. At roughly three hours, it never overstays its welcome, understanding that its anthology structure works best as a tightly curated set of tragedies rather than a padded epic. There's essentially no traditional gameplay challenge here, walking-simulator detractors will find little resistance, but that absence of friction is precisely the point: nothing gets between you and the story. Few games have used interactivity this purposefully in service of pure emotional impact.