I'd cry if you put googly eyes on a slice of buttered toast and filmed it sliding off a plate in slow motion. Mate, I'll cry at anything where an orchestral score rises as someone commits a redemptive act of self-sacrifice. I don't think games about death and grief are inherently profound, nor do I think it's a staggering artistic accomplishment to make make people cry. My grief is still raw, my sorrow now so close to the surface, and as I replay it this week I often need to stop for a little cry. My father died and, soon after, a beloved uncle. I've now five fewer years left in my own life and, more significantly, I suffered two gutting bereavements last year. It is curious to vibe with the game's mood more on a second playthrough. And the dreamy deaths are still both astonishing and affecting. The house is still a wonder, and how great/awful to enter with full knowledge, realising quite how many traces of tragedies are scattered around. It holds up, and I am surprised to realise it might have quietly become my favourite explore-o-story. Surely a planning permission violationįor folks who (like me) already played What Remains Of Edith Finch, hey, you might enjoy revisiting it too. The game's two or three hours long, so hop to. I want so much to talk about some but it's best you see for yourself. They can poetically reflect a person's life too, celebrating them at their end. These sections dance across many presentation styles and video game genres, making each death a moment of discovery and joy. It is tragic to play through people's deaths, though they're often beautiful. When Edith reads a family member's diary (or looks through their photos, or other strange and wonderful documents), we see their final moments come to life in interactive vignettes. And the obligatory audiologs and diaries are expanded into something stunning. Walk-o-stories grew from immersive sims and here I do feel more Thief and Deus Ex influences than many in the genre, with Edith getting around the house by uncovering secret passages, clambering over rooftops, and so on. A great game for fans of staring at stuff. Like the setting of a Wes Anderson movie about hoarders, it's an explosion of colour, decoration, and clutter, each room manifesting the resident's interests and personality. While the story is grim, the setting pushes hard into whimsical for contrast. What Remains is building on the bones of games like Gone Home, a first-person explore-o-story set around a single home. When a member of the Finch family dies, see, their bedroom is preserved as a shrine, each generation requiring a new extension. It is a stunning home, with rooms added over years until it rises wonkily into the sky. Edith Finch is returning to her family home years after they suddenly abandoned it one night.
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