What remains of Edith finch is a short and simple game that only took me a couple hours to beat. I think it’s shortness and minimalistic gameplay would turn a lot of people off, but this game is truly amazing. The story was super engaging and sad, and each family members story was unique and brilliant. Overall it’s a great game that is super sad and engaging. If you think it doesn’t look like your thing just sit down for 2 hours and play it you won’t regret it.
A grandiose game
A curse that struck her entire family pushed Edith Finch to return to her family home in order to understand the mysteries surrounding the deaths of her loved ones.
The story is told to us in a rather poetic way, each chapter reveals the way in which each person in the family died through innovative game mechanics. The game is very deep and highlights themes like the inevitability of death, loneliness, isolation, and so on.
The game's soundtrack is simply sublime. It perfectly accompanies the melancholic atmosphere of the story. The tracks are both moving and immersive and highlight moments of sadness and reflection. The music manages to capture the essence of each individual story perfectly!
This is perhaps the most beautiful short game I have ever finished, I highly recommend it!
(PS: I saw that quite a few players who left a negative opinion on the game believed that it was a game with a lot of interactions while it focuses more on narrative and exploration than on the gameplay elements, he should learn about the game before buying it and pouring his hatred on it).
A curse that struck her entire family pushed Edith Finch to return to her family home in order to understand the mysteries surrounding the deaths of her loved ones.
The story is told to us in a rather poetic way, each chapter reveals the way in which each person in the family died through innovative game mechanics. The game is very deep and highlights themes like the inevitability of death, loneliness, isolation, and so on.
The game's soundtrack is simply sublime. It perfectly accompanies the melancholic atmosphere of the story. The tracks are both moving and immersive and highlight moments of sadness and reflection. The music manages to capture the essence of each individual story perfectly!
This is perhaps the most beautiful short game I have ever finished, I highly recommend it!
(PS: I saw that quite a few players who left a negative opinion on the game believed that it was a game with a lot of interactions while it focuses more on narrative and exploration than on the gameplay elements, he should learn about the game before buying it and pouring his hatred on it).
quick summary of the review: story is good, there are parts i REALLY dont like, and the gameplay makes sense except for the main part of it where it really sucks
uhhh backloggd spoiler filter GO
SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS
okay thats probably enough
im gonna start off real quick by saying although the story is pretty good, there are a few story beats that make you go "really?" or just make you feel like it's really unrealistic
the whole psychiatrist letter with lewis just felt really forced to me, like i dont think in any world would a psychiatrist write a letter like that then mail it to the mother of their patient (who just committed suicide)
it feels like it wouldve made way more sense for it to be split across multiple letters, instead of one really detailed "heres why your son killed himself" letter
also just the idea that edith, at 17 years old and pregnant, would decide that going to the house and doing things like climbing rock climbing walls and crawling around secret tunnels and shit is worth the risk also just feels entirely unrealistic, both from a "would a pregnant person do that?" angle and a "could a pregnant person do that without throwing up?" angle
ive read some people say that its probably intentionally risky for her because of the whole "curse? or massively unnecessary risk-taking by the entire family?" debate and edith's actions is just proof of the latter
but i think thats dumb! this is my opinion
as for the rest of the story i think it's all pretty good and although the whole cycle of learning about a person before immediately learning about their death got a little tiring, it all helped paint a really interesting bigger picture when taking it all into account along with the other things revealed in the game (the curse and the history of the family and whatnot)
speaking of painting, i think i may be alone in thinking that the whole "unfinished swan" connection is kind of ass
like the whole "he became the king" thing feels forced (there are inconsistencies in the unfinished swan that contradict this game), it ruins the mystery (because if he can just magically become an omnipotent king then of course there's a curse on the family) and ultimately it shouldn't have been confirmed as "canon" in any way and just left as a fun "haha what if" as an extension to the already existing reference in milton's room (and potentially depending on how you interpret it, the circumstances of his disappearance)
anyways none of this makes the story bad, just kind of spits on an otherwise really interesting experience and story
gameplay!!!!!
i cant really say if any of it was bad or good because in some strange way you could call this a collection of minigames where the quality of each game doesn't really matter considering any lack of quality could be considered a part of the story
i will say though the interstitial gameplay parts are kinda badly designed
like movement can just be really annoying, especially when there are areas where if you move towards a thing, you're forced into an action you probably didn't want to do
like slowly crawling into and out of a box! multiple times! or slowly entering/exiting a room! multiple times! or slowly looking into a peephole! multiple times!
this all could've been very easily prevented by just making it a button/click prompt, like several other things in the game are
also some actions have this weird interactivity to them where moving the mouse causes the action to happen or unhappen
so like turning a page in a book is like
swipe the mouse right to turn the page, OR swipe the mouse left to... unturn the page
sometimes this backs you entirely out of the action, and other times it just awkwardly puts you on the first frame of the animation until you move the mouse to the right, where you can then swipe your mouse back and forth to make the animation repeat multiple times which was honestly pretty funny and i did it every single time
it also kind of messes with the mood of the game but that may have just been my own fault
there were also a couple instances where there was just way too much swiping needed to complete the action
like i wonder what part of the game design process resulted in this swiping mechanic because it's implementation is so weird that it doesn't feel immersive at all, while also feeling entirely unnecessary for the majority of the game
it's bad! is it worse than quicktime events? no
other stuff!!!!!
the artstyle of this game is pretty good, i liked it, except for the weird family photographs that all just looked really off for some reason
also the very few moments where we see a person in their entirety reveals that apparently their main 3d modeler kind of sucked at humans
i mean apparently its this guy and he made this after the game released and
yeah it makes sense why he's a prop designer now (just my opinion!!! he is very skilled!!!!)
imo if you're gonna have a very emotional game like this, you should probably hide the achievements until after the player has finished a playthrough because i ABSOLUTELY was focused more on getting the achievements than on the actual story being told in some places
thats it!!! this was NOT a puzzle game
do NOT go into this hoping for puzzles (like i did)
if you want a game thats like this but with puzzles, you can probably find something similar on my list!
or just play the unfinished swan
that has puzzles
uhhh backloggd spoiler filter GO
SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS SPOILERS
okay thats probably enough
im gonna start off real quick by saying although the story is pretty good, there are a few story beats that make you go "really?" or just make you feel like it's really unrealistic
the whole psychiatrist letter with lewis just felt really forced to me, like i dont think in any world would a psychiatrist write a letter like that then mail it to the mother of their patient (who just committed suicide)
it feels like it wouldve made way more sense for it to be split across multiple letters, instead of one really detailed "heres why your son killed himself" letter
also just the idea that edith, at 17 years old and pregnant, would decide that going to the house and doing things like climbing rock climbing walls and crawling around secret tunnels and shit is worth the risk also just feels entirely unrealistic, both from a "would a pregnant person do that?" angle and a "could a pregnant person do that without throwing up?" angle
ive read some people say that its probably intentionally risky for her because of the whole "curse? or massively unnecessary risk-taking by the entire family?" debate and edith's actions is just proof of the latter
but i think thats dumb! this is my opinion
as for the rest of the story i think it's all pretty good and although the whole cycle of learning about a person before immediately learning about their death got a little tiring, it all helped paint a really interesting bigger picture when taking it all into account along with the other things revealed in the game (the curse and the history of the family and whatnot)
speaking of painting, i think i may be alone in thinking that the whole "unfinished swan" connection is kind of ass
like the whole "he became the king" thing feels forced (there are inconsistencies in the unfinished swan that contradict this game), it ruins the mystery (because if he can just magically become an omnipotent king then of course there's a curse on the family) and ultimately it shouldn't have been confirmed as "canon" in any way and just left as a fun "haha what if" as an extension to the already existing reference in milton's room (and potentially depending on how you interpret it, the circumstances of his disappearance)
anyways none of this makes the story bad, just kind of spits on an otherwise really interesting experience and story
gameplay!!!!!
i cant really say if any of it was bad or good because in some strange way you could call this a collection of minigames where the quality of each game doesn't really matter considering any lack of quality could be considered a part of the story
i will say though the interstitial gameplay parts are kinda badly designed
like movement can just be really annoying, especially when there are areas where if you move towards a thing, you're forced into an action you probably didn't want to do
like slowly crawling into and out of a box! multiple times! or slowly entering/exiting a room! multiple times! or slowly looking into a peephole! multiple times!
this all could've been very easily prevented by just making it a button/click prompt, like several other things in the game are
also some actions have this weird interactivity to them where moving the mouse causes the action to happen or unhappen
so like turning a page in a book is like
swipe the mouse right to turn the page, OR swipe the mouse left to... unturn the page
sometimes this backs you entirely out of the action, and other times it just awkwardly puts you on the first frame of the animation until you move the mouse to the right, where you can then swipe your mouse back and forth to make the animation repeat multiple times which was honestly pretty funny and i did it every single time
it also kind of messes with the mood of the game but that may have just been my own fault
there were also a couple instances where there was just way too much swiping needed to complete the action
like i wonder what part of the game design process resulted in this swiping mechanic because it's implementation is so weird that it doesn't feel immersive at all, while also feeling entirely unnecessary for the majority of the game
it's bad! is it worse than quicktime events? no
other stuff!!!!!
the artstyle of this game is pretty good, i liked it, except for the weird family photographs that all just looked really off for some reason
also the very few moments where we see a person in their entirety reveals that apparently their main 3d modeler kind of sucked at humans
i mean apparently its this guy and he made this after the game released and
yeah it makes sense why he's a prop designer now (just my opinion!!! he is very skilled!!!!)
imo if you're gonna have a very emotional game like this, you should probably hide the achievements until after the player has finished a playthrough because i ABSOLUTELY was focused more on getting the achievements than on the actual story being told in some places
thats it!!! this was NOT a puzzle game
do NOT go into this hoping for puzzles (like i did)
if you want a game thats like this but with puzzles, you can probably find something similar on my list!
or just play the unfinished swan
that has puzzles
Uma historia delicada sobre pessoas que parecem reais e da sua propria familia.
A morte chega sempre, mas o sentimento de quando ela chega mais cedo é... esquisito.
Edith Finch explora a antiga casa da familia e percorre a historia de cada membro e da sua morte, cada uma sendo contada de uma forma diferente.
A narrativa é de outro mundo e te envolve na pele da Edith de uma forma sobrenatural, a ambientacao da casa reforça o sentimento de melancolia que te segue pelo jogo.
Conheca a sua historia, a historia da sua familia, porque isso liberta e te permite construir a historia daqueles que virao.
A morte chega sempre, mas o sentimento de quando ela chega mais cedo é... esquisito.
Edith Finch explora a antiga casa da familia e percorre a historia de cada membro e da sua morte, cada uma sendo contada de uma forma diferente.
A narrativa é de outro mundo e te envolve na pele da Edith de uma forma sobrenatural, a ambientacao da casa reforça o sentimento de melancolia que te segue pelo jogo.
Conheca a sua historia, a historia da sua familia, porque isso liberta e te permite construir a historia daqueles que virao.
This review contains spoilers
Jogo muito bem escrito com histórias profundas que navegam de maneira graciosa por tópicos sensíveis como abuso de substâncias, depressão e esquizofrenia. Eles apresentam esses temas sutilmente, evitando adotar uma referência externa para explicar os impactos destes na vida dos membros da família, mas sim nos fazendo entender essa dinâmica através do ponto de vista dos próprios Finchs.
Por mais que as histórias contadas sejam objetivamente trágicas, Edith encontra uma forma de conta-las da maneira mais positiva possível, o que é um traço característico dela. Cercada por tanta tragédia, essa resiliência age como um mecanismo de defesa para que ela consiga lidar com tudo aquilo que ela está descobrindo ou revivendo. Desta forma, o jogador entende somente através das entrelinhas a real magnitude dos problemas que a família passou, o que torna essas descobertas muito mais impactantes.
Durante todo o jogo, as histórias sobre a casa antiga, a maldição da família e a relação destas com as mortes, alimentam exponencialmente nossa curiosidade, o que torna impossível uma conclusão para o jogo que corresponda com as nossas expectativas. Por isso que, por mais que frustrante, um final ''aberto'' acaba sendo uma escolha inteligente, já que não quebra a sequência de acontecimentos que atribuem esse ar de mistério para a família e deixa essa incógnita perdurar na nossa mente por muito mais tempo.
Experiência curta e marcante, acho difícil alguém não gostar desse jogo, recomendo.
Por mais que as histórias contadas sejam objetivamente trágicas, Edith encontra uma forma de conta-las da maneira mais positiva possível, o que é um traço característico dela. Cercada por tanta tragédia, essa resiliência age como um mecanismo de defesa para que ela consiga lidar com tudo aquilo que ela está descobrindo ou revivendo. Desta forma, o jogador entende somente através das entrelinhas a real magnitude dos problemas que a família passou, o que torna essas descobertas muito mais impactantes.
Durante todo o jogo, as histórias sobre a casa antiga, a maldição da família e a relação destas com as mortes, alimentam exponencialmente nossa curiosidade, o que torna impossível uma conclusão para o jogo que corresponda com as nossas expectativas. Por isso que, por mais que frustrante, um final ''aberto'' acaba sendo uma escolha inteligente, já que não quebra a sequência de acontecimentos que atribuem esse ar de mistério para a família e deixa essa incógnita perdurar na nossa mente por muito mais tempo.
Experiência curta e marcante, acho difícil alguém não gostar desse jogo, recomendo.
Une belle expérience qui frise l'horreur à certains moments et reste dans le bizarre. Un jeu très linéaire qui est plutôt un film interactif. je ne m'y connais pas en cinéma mais j'ai l'impression qu'au niveau de l'ambiance on s'approche d'un film de Tim Burton (Genre Edward au mains d'argent).
J'ai beaucoup apprécié. Jeu qu'il vaut mieux faire d'une traite je pense (environ 2h)
J'ai beaucoup apprécié. Jeu qu'il vaut mieux faire d'une traite je pense (environ 2h)