Critical Play: Walking Simulators

This is undoubtedly the best game I’ve analyzed and commented on. What remains of Edith Finch is a first person exploration game developed by Giant Sparrow and published by Annapurna Interactive. Walking tells the story by creating a third person narrative and enriches the story through magical realist elements. 

 

The game is a collection of short stories about a cursed family in Washington State. We first find ourselves on a ship holding Edith Finch’s diary. Then we followed a path on an island and we found an old deserted house. As we enter the house through the dog’s hole we are introduced to the interior of the house and the stories behind each closed door that Edith’s relatives have lived in before. 

 

In “What Remains of Edith Finch,” walking is not just a mode of movement but a powerful narrative device. It allows players to embody the perspective of each family member during pivotal episodes in the family’s history. As players navigate through the house, they can enter specific rooms that serve as portals into the memories of the Finch family members. Each room is meticulously designed to reflect the personality and fate of its occupant. For example, when entering the room of Barbara, the environment shifts to reflect their personal story and era, complete with interactive objects that players can engage with to piece together the person’s past. This integration of walking and interactive storytelling invites players to experience these stories viscerally, enhancing emotional engagement and depth of the game.

 

One of the game’s standout features is its use of magical realism, which enriches the narrative and deepens the emotional impact of the stories. A personal favorite example of this is found in Molly’s story. After being sent to bed without dinner, Molly’s hunger leads her to eat unconventional items, including her pet’s food and the entire contents of a tube of toothpaste. Her starvation blurs the lines between reality and fantasy, culminating in a surreal transformation where she imagines herself as a cat hunting a bird, then a shark in the woods, etc.. Of course, this story delves more on the “magical” side with the imaginations than on the “realist” side with horror and setting in Washington State. This magical realism captivates me with its whimsy and horror and also serves as a profound metaphor for the isolation and desperation that pervade the Finch family’s history.

 

The house itself is an integral part of the narrative. The peepholes scattered across the rooms cleverly mimic the experience of solving a puzzle. Each peek into a room offers a glimpse into the lives that once filled the space. Additionally, the use of a key to unlock an old diary that leads to a previously sealed room enhances the sense of discovery and revelation. This mechanic advances the story and also symbolizes the unlocking of family secrets and the uncovering of deeply buried truths.

 

In “What Remains of Edith Finch,” walking transcends simple locomotion to become a storytelling vehicle that carries the player through layers of narrative depth. The game’s blend of third-person narrative perspective and magical realism transforms each step into a journey through the heart of familial legacy, making it one of the most uniquely immersive narrative experiences that I’ve experienced. 

 

My favorite part:Molly converting into a shark. Molly converting into a cat trying to chase the bird. This is the first time we stepped out of the haunted house and we started climbing the tree. It feel liberating to step out for a while.

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