Critical Play: Walking Simulators

Walking, the Way Edith Finch Tells Its Story

I’ll be honest: the first time I played What Remains of Edith Finch, I spent the opening minutes waiting for something to happen.

No enemies. No puzzles. No objective marker. Just me wandering through a strange, creaky house. I expected a jump scare, a locked-door riddle, or something to justify why I was there. Nothing came.

At first, I wasn’t sure I liked it. Then, somewhere between the hallways and journal entries, it clicked. Walking wasn’t filler or simple a way to move  between story beats. Walking was the story. Every step, corner, and object I stopped to examine became part of how the game communicated with me.

As the assigned reading points out, walking simulators are often criticized for lacking “real gameplay.” Edith Finch made me reconsider that criticism. When movement becomes the main way players uncover a narrative, walking stops feeling mechanical and becomes meaningful.

 

Developed by Giant Sparrow, What Remains of Edith Finch is available on PC, PlayStation, Xbox, and Nintendo Switch. Instead of relying on combat or puzzles, the game focuses on exploration and environmental storytelling. The Finch house slows players down without making the restriction feel artificial.

Narrow hallways, creaky staircases, locked doors, and hidden passages naturally control the player’s pace. The architecture invites closer attention. A child’s drawing, a half-finished letter, or a handmade crown does not explain itself, but these objects gradually build a picture of the people who lived there. The environment turns players into investigators without formally assigning them that role.

 

Lewis’s room is where this design really affected me.

Drawings covered the walls. Notebooks were stacked everywhere. A homemade crown rested on his pillow, making the room feel strangely private. Before reading anything about Lewis, I had already formed an impression of him: creative, overwhelmed, and perhaps lonely. The room communicates his personality before he appears.

From that point on, I stopped treating the house as a place to move through and began treating it as a place to understand.

The MDA framework helps explain why this works. And I realized why this framework made sense to me now. The mechanics are really simple, like I walked, looked around, and interacted with objects. And the actions also changed the way I played.  Those actions create a dynamic in which players naturally investigate rather than rush toward an objective. Through discovery, the curiosity I gained first turned into empathy and sadness.

The game also maintains a strong Magic Circle. There are almost no HUD elements, objective markers, or reminders that this is a constructed game space. That lack of distraction makes the Finch house feel believable and allows its emotional moments to land more strongly.

 

I do have one criticism. The game guides players along a fairly fixed path, and its memories appear in a specific order. Part of me wished I could explore rooms out of sequence and make the discoveries feel more personal. Greater freedom might have made the house feel more like a real home than a curated museum.

Still, I understand the decision. The pacing is deliberate, and every story builds toward the ending. The designers sacrifice some player agency to maintain emotional rhythm. It is a clear trade-off between freedom and narrative precision.

 

Lewis’s chapter is the strongest example of gameplay and storytelling becoming inseparable. The player performs repetitive work at a fish cannery while simultaneously guiding Lewis through an expanding fantasy world. Halfway through, I realized I had stopped paying attention to the fish. My focus had shifted almost entirely to the fantasy.

I was not simply watching Lewis lose himself in imagination; I was experiencing the same distraction through the controls. The game did not explain his emotional state through dialogue. Its mechanics communicated that feeling directly.

Gregory’s bathtub sequence uses a similar technique. An ordinary bathroom becomes a magical ocean, allowing players to experience a child’s imagination instead of merely hearing about it.

Nicole Lazzaro describes this kind of engagement as Easy Fun and Serious Fun, where curiosity and emotional understanding matter more than competition. I continued exploring not because I wanted to win, but because I wanted to understand the Finch family.

 

I played Gone Home around the same time, and the comparison reveals how differently walking can function. Both games center on exploring a house, but Gone Home allows players to discover information in almost any order. Edith Finch is more curated—a guided tour through grief.

That structure gives Edith Finch stronger emotional pacing, although I missed the ownership that comes from choosing my own path. I also wished I could revisit rooms after learning more about their occupants. Even so, this restriction seems intentional: the designers prioritize narrative control over player freedom.

 

Walking in What Remains of Edith Finch is not filler. It is a language. Every step, pause, and object becomes part of how the story is told. The challenge is not mechanical but emotional: paying attention and allowing yourself to care about people who are already gone.

By turning movement into storytelling, What Remains of Edith Finch demonstrates that walking is not simply how players travel through the game. It is how the game tells its story.

About the author

Leave a Reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.