I played What Remains of Edith Finch which is developed by Giant Sparrow and published by Annapurna Interactive, targeting players who enjoy storytelling and exploration, and it is available on platforms like PC, PlayStation, Xbox, and Nintendo Switch. It was my first time playing this type of game. It isn’t like most video games. Instead of fighting enemies or solving puzzles, the main thing you do is walk. But walking in this game isn’t boring or pointless. It is actually how the story gets told. You play as Edith, the last surviving member of the Finch family, as she returns to her old and mysterious family home. Every step you take helps reveal more about the family’s tragic history. The gameplay is super simple, you walk around, interact with objects, and occasionally put you in different characters’ shoes. It’s not challenging at all. The real focus is on the storytelling and atmosphere, which it does amazingly well.
The Finch house feels like a maze filled with secrets. Each room belonged to a different family member who has passed away, and entering those spaces feels like stepping into their memories. For example, to get into Molly’s room, you have to crawl through a small tunnel. This instantly reminds you that she was a young child. These small movements are the game’s way of making you feel like you are becoming each person whose story you are about to learn.
“Player crawling into Molly’s room.”
Instead of using a lot of voice-over or long scenes to explain everything, the game uses the environment to tell the story. You control how fast or slow you move, which means you decide how the story unfolds. In Sam’s chapter, you begin by reading a letter. As you walk, that letter turns into a flashback and the world around you starts to shift. The way your movement blends with his memory makes the whole experience feel personal and emotional. This technique keeps the player engaged, making them an active participant in uncovering the past rather than just a passive observer.
“Sam perspective after reading a note about how I wish to remember my bother”
The strange layout of the house also connects to the story. Rooms connect in odd ways, and hallways twist when you don’t expect them to. This design matches the way memory and grief can feel confusing and hard to follow. Exploring the house becomes a way to understand how the Finch family experienced their lives and losses.
Another moment in the story was Barbara’s story. At first, you are just exploring her bedroom. Then you interact with a certain object and the game suddenly turns into a comic book-style horror story. This transition feels surprising but also very natural. It shows how some memories can come back in a strange and intense way, just like they do in real life.
“Comic book sequence in Barbara’s chapter”
When comparing this game to something like Gone Home, the difference becomes clear. Gone Home also uses walking to tell a story, but it relies more on listening to audio recordings. In Edith Finch, you actually take on the role of each family member for a short time. This makes the experience feel more active and emotional.
One thing that some players might not like is that the game is very linear. There are no different paths or choices that change the ending. But this actually fits the story. The game is about fate and the feeling that the Finch family could not escape what was coming. While some parts, like Milton’s disappearance, feel a little unfinished, most of the stories are complete and deeply moving.
“Milton’s empty room and drawing”
What Remains of Edith Finch does not feature traditional acts of violence, such as combat or physical conflict, but it does explore themes of mortality, tragedy, and psychological distress. The deaths of the Finch family members are often implied rather than shown, with the game focusing on the emotional aftermath rather than graphic depictions. For example, Barbara’s story is presented through a comic book sequence that stylizes her fate, while Lewis’s chapter portrays his mental decline metaphorically. The absence of explicit violence shifts the narrative’s focus from action to introspection, allowing players to engage with the story through empathy and focused more on exploration, observation, and understanding. Simple actions like opening a journal or picking up a toy are enough to trigger entire stories. This slower pace makes players pay attention to small details and focus on the emotional impact of each scene. The game encourages reflection rather than action, and in doing so, it builds a connection between the player and the characters that feels honest and respectful. Walking becomes more than just movement. It becomes a way to learn about the past and connect with the characters on a deeper level.