What Remains Of Edith Finch Now Available For PC And PS4
What Remains of Edith Finch
(Last Updated On: April 25, 2017)

Annapurna Interactive and Giant Sparrow announced that What Remains of Edith Finch – the experimental narrative title from the minds that brought you The Unfinished Swan on the PS3 – is available starting today for the PlayStation 4 and on Steam for PC.

The game follows the life and journey into the dreams, memories and whimsy of Edith Finch, the last remaining member of the Finch family. The launch trailer for the game seems to hint at something much deeper and possibly sinister that helped work as the demise for the Finch family. You can check it out below.

It appears as if the game is most certainly not a walking simulator. It seems like it takes on the kind of creative and unorthodox gameplay appeal that was present in Giant Sparrow’s uniquely satisfying PS3 (and later PS4) outing, The Unfinished Swan.

We see a cat trying to grab a bird, a hand picking fish out of the water, and what looks like a putty monster or amphibian trying to make its way through what could be a fish tank… maybe?

Anyway, if the gameplay is as unique and diverse as the trailer makes it seem, then it could end up being a surprise hit for both PC and PS4.

Now usually these games are met with derision for being artsy-fartsy, having a lot of narrative and almost no gameplay. However, I must say that it appears as if What Remains of Edith Finch actually has real gameplay. I don’t know how much gameplay, but based on the trailer it at least appears as if you do stuff and attempt to interact with the world. So if they can find a fine balance between narrative storytelling and interactive gameplay – much in the same way that they managed to find that ripe balance with The Unfinished Swan – then I think they should be a-okay.

You can pick up What Remains of Edith Finch for PC over on Steam or from the PlayStation Store for PS4. If you don’t see it in the store it might appear for most gamers the U.S., at around 5:00pm EST.


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Billy has been rustling Jimmies for years covering video games, technology and digital trends within the electronics entertainment space. The GJP cried and their tears became his milkshake. Need to get in touch? Try the Contact Page.

  • Disqusted

    Was looking this up after you mentioned it. The trailer mentions that it’s one of the most anticipated games of the year according the failstream media, which makes me think it might be another Gone Home.

    My most anticipated games are Disaster Report 4 and New Hot Shots Golf. Bet you won’t see those on any Western failstream media anticipated games lists. I think all the other games I was interested in have been disappointments so far.

    Haven’t tried Edith yet. You said it has minimal interactivity, so I dunno if it’ll hold my attention.

    • Haven’t tried Edith yet. You said it has minimal interactivity, so I dunno if it’ll hold my attention.

      It does have minimal interactivity but it’s a very interesting story if you like that kind of stuff. It’s more interactive than Gone Home but less interactive than Kona. I know that’s an awful description lol, but it’ll have to do for now.

      • Disqusted

        Don’t worry, I understand. I kinda expected something like that.

        Trying it now, just got into the house and already bored. It bugs me that I have to keep holding walk button to move around. Double click the mouse buttons to walk would’ve been nice.

        Edith looks like she has a big belly. She needs to walk about 20% faster. I can’t imagine how small she must be to be able to slide through a doggy door that easily, but it’s nice to finally see a first person character whose head height doesn’t touch the roof or rub the top of every door frame.

        Textures are very inconsistent in quality. Saw some mossy rocks with basic very low res textures, then a log with high res normal/spec maps. Diagonal streaks of baked lighting shadow map look horribly pixellated. Indoor objects have no sense of material (no shaders, etc). Everything’s on Ultra setting.

        I guess these kinds of things are still acceptable. Kinda weird because the opening scene seemed to have much higher quality and attention to detail.

        Haven’t gotten anything of the story yet, but I kinda already feel like if I wanted to know the story it’d be much less of a pain to just read it on a Wiki or watch a playthrough.

        • I think the story would be easier to digest as a wiki entry. This was the game that spawned that debate about games needing to forgo narrative and just focus on gameplay, and that this would have been better as a short film or a series of short films.

          • Disqusted

            Lots of games make me feel that way.

            These white perfectly circular dust particles look like interactable symbols, like the ones in Kona. This game uses white for interactable symbols, too. It’s really messing with my head!

          • Disqusted

            Played a little further. The story is indeed interesting. Once you realize what it’s about, there’s a strong sense of foreboding, and wondering what becomes of the main character, as described in the title.

            They did a good job of using first person to “immerse” the players in a way that I think films can’t and games usually don’t, such as the near-seamless perspective switching and some crazy experiences. So far, they’ve managed to fit in the crazy stuff without feeling like they just shoved in random stuff that they brainstormed.

            Watching the opening of the secret passages is also sort of interesting in a way. Almost like you’re finding them yourself, but at the same time, not quite (because the player doesn’t really “achieve” it).

            I’m not really sure what kind of medium suits this best. The lack of game mechanics and slow moving makes it tedious, but while it’d work as a film, I think a film wouldn’t have the same impact strength.

            Maybe the best course of action would’ve been to make the gameplay a little bit more interesting. Not sure how though. Puzzles, or a camera system, perhaps?

            If they did have those things, they could have an option to keep the gameplay simple like it is now, for people who prefer it that way. Well, too late now, anyway.

          • Maybe the best course of action would’ve been to make the gameplay a little bit more interesting. Not sure how though. Puzzles, or a camera system, perhaps?

            Possibly. I think that what they had works best for what it does; later on there are some other puzzle elements that require a bit of thought in order to properly proceed. There are no GUI hints or anything, so it can prove to be a challenging figuring out what to do next or where to go.

            I don’t really know if they needed to add some extra stuff, but as you get further into the game I’ll admit that the story actually really hooked me. Play it to the end, though. Let me know what you think about it.

          • Disqusted

            Wow, it was a lot shorter than I thought. I think it was more artsy than anything else, but I didn’t think it felt overly pretentious. Not sure how to describe it, but I guess the story has enough weight and mystique to match the creative visuals and presentation? Or the devs were more prioritised on trying to convey the story meaningfully, instead of trying to be artsy?

            I think for how slow it is, the length is probably just about right, although some portions felt like it was dragging on a little too much, and I wanted to speed it up. I realized the reason for the slow movement is probably to give players time to see and read the floating text/hear the dialogue.

            The “gamey” portions, when the player isn’t sure what to do or where to go, or when the goal is relatively simple but difficult/tedious to control, are probably the parts where the player is most likely to lose interest. Basically, when the story isn’t keeping the audience interested. Unless, of course, you’re the type who really likes to examine environments.

            At the same time, skipping those portions would break the first person immersive experience. The continuous flow is probably important to maintaining that.

            A few bits of also dialog felt like, “why are you even telling me this?” but I think that was mostly at the start.

            The ending was more sudden than I expected. Saw it coming a long way off, which I’m sure is intentional because of the game title and the massive hints in the opening scene, but I thought there’d be a little more to it before the end.

            I guess I enjoyed it, not as a game, but as a story and for its creativity. I would describe it as “interesting” or perhaps “cleverly done”, and worth checking out for that reason. I think they were successful in experimenting with the first person perspective experience.

            The way some things were done could probably be used as an example for innovative new game mechanics. For example, I was kinda surprised by how involving the cannery portion was, just by having the player doing two different things at once. The absurdity of that portion reminded me of Wario Ware.

            Usually these kinds of games (including Kona) give me motion sickness and I can’t play them for lengthy periods, but Edith Finch mostly didn’t, for some reason.

            I think that’s all I can think of right now. Pretty tired (was about to go to sleep), so maybe this comment will be a little lacking.