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Review of What Remains of Edith Finch on PlayStation 4 (PS4)

by Tanya Krane Tanya Krane photo Apr 2017
Cover image of What Remains of Edith Finch on PS4
Gamefings Score: 9/10
Platform: PS4 PS4 logo
Released: 25 Apr 2017
Genre: First-person exploration / narrative adventure
Developer: Giant Sparrow
Publisher: Annapurna Interactive

Introduction

What Remains of Edith Finch is that rare game that sneaks up on you like a relative who turns up at Thanksgiving and then proceeds to tell one absurd, heartbreaking story after another until your mashed potatoes are nothing but memories. Framed as the 17-year-old Edith's journal and voiced throughout with wry, often elliptical narration, Giant Sparrow's PS4 release is less a conventional game and more a patchwork anthology: a houseful of preserved bedrooms, each a sealed time capsule that doubles as a miniature story theatre. The conceit is simple - Edith is the last Finch, she returns to the family home after seven years, and she wants to tell her unborn child (yes, the game drops that hint uncomfortably close to your eyeballs) what happened to everyone - but the execution is wildly inventive, frequently surreal, and always, insistently human.

Gameplay

The bones of the experience are gentle and familiar: walk through rooms, poke at objects, read the voiceover as Edith scribbles her way through memories. Where Edith Finch becomes interesting is in how those pokes explode into fully formed vignettes. Each deceased Finch gets their own mini-genre and control language. Molly, the toddler who dies of accidental poisoning, becomes a fever-dream shark fantasy - childlike and strange - that makes you feel 10 feet tall and utterly tiny at once. Barbara's segment flips into comic-book horror, a glittering scream-queen fantasy that throws old-school slasher tropes at you and then leaves you to wonder whether the violence was literal, performed, or imagined. Lewis's sequence is the one most reviewers mention in hushed tones: it splits the player between two simultaneous tasks - navigating a vibrant, drug-soaked fantasy in one window while rhythmically decapitating fish in another - and it's a mechanical metaphor for a mind being torn apart by routine and despair. Gregory's drowning is staged to the music of Tchaikovsky and played out like a cruel ballet of attention and distraction; simple interactions lead inexorably to a devastating final tableau. Because every vignette remodels your expectations, the game becomes a study in characterization through gameplay. The set pieces never feel like gimmicks for their own sake; they are specific, visceral attempts to put you inside a person's inner logic. Tiny, well-observed details in the preserved bedrooms - a poster here, a bowl of peaches there, the way a room is taped shut - do heavy lifting. The designers realized late in development that decoration could tell as much about someone as their death sequence, and that decision pays off: character information is allowed to accumulate organically, so by the time you reach a bedroom, you already know nuances of fear, denial, or bravado without being told. The framing device of Edith's journal is a mercifully straightforward tether. It lets the developers jump stylistically from naturalism to magical realism to pastiche without losing emotional coherence. The player is often allowed to skip sequences, which some might count as a flaw, but it's also a mercy for players who arrive curious and not yet ready to be gutted. Edith's narration itself is one of the game's strongest tools: funny, guarded, and unflinchingly honest in a way that robs the family curse of melodrama and replaces it with melancholic intimacy. You never get the sense the Finch deaths are cheap shocks; they are lovingly composed portraits of lives, not punchlines. There is a small cost in interactivity. If you buy the pitch of the game expecting puzzles, combat, or long play sessions, you will be disappointed. Edith Finch is compact, often finishing in a single evening, and it is designed as a narrative experience first. That said, the variety of interaction - text overlays that float in the world, split-control mini-games, environmental puzzles that are really more like rituals of discovery - keeps the playtime from feeling static. Mechanical variety here is in service of empathy, and most sequences land with the kind of emotional punch a more conventional game rarely attempts.

Graphics

Powered by Unreal Engine 4, the art direction chooses emotional truth over photorealism. The Finch house is a living collage: additions built haphazardly on top of old rooms, corridors that fold back into themselves, closets that smell like other decades. The studio's guiding trio - sublime, intimate, murky - shows in every texture and beam. Lighting is used like a memory-maker; it can make a nursery look sacrosanct or a hallway as claustrophobic as regret. Each vignette introduces its own visual dialect: a pulp comic palette for Barbara, a washed-out, claustrophobic realism for Walter's bunker scenes, acid-bright hallucinations for Lewis. Jeff Russo's score is understated and perfectly placed, rising when the stories demand ceremony and dropping away when the silence needs to scream. There's a neat moment where the game licenses a Halloween-esque theme for Barbara's sequence, tipping a hat to horror history while keeping the sequence playful rather than exploitative. Textures and set dressing are the unsung stars: the team's late realization that bedroom clutter communicates character means you'll learn more about a Finch from a sticker on a wall than from exposition. Occasional framerate dips are rare, and the PS4 version runs cleanly enough; any technical hiccups feel like brief coughs in an otherwise lucid voice.

Conclusion

What Remains of Edith Finch is a study in how games can tell stories that novels, films, and TV can only envy. Its weapon is empathy, its explosions are small and domestic, and its final gesture - the revelation about Edith's pregnancy and the quiet coda with her son Christopher - refuses grandiosity in favor of human-scale closure. Character arcs are the game's beating heart: Edie as the stubborn matriarch who memorializes loss, Dawn as the mother who tries and fails to shield her children, Lewis as the boy undone by inner noise and brutal routine, and Edith herself as the recorder, the inheritor, and the ultimately tragic link who wants to put story into words for a child she will never meet. Each arc is carefully composed so that death never feels like cheap shock but instead reads as the last paragraph of a life that the game makes you understand. There are smarter and longer games, and there are more mechanically ambitious ones, but few manage to be as emotionally precise. The biggest criticisms - limited interactivity and brevity - are also part of the point: the game asks you to be present, listen, and feel, not to grind or master. It won a stack of awards for a reason. If you can handle being emotionally manipulated (in the best possible way) for three or four hours, play Edith Finch on PS4. Bring tissues, a quiet couch, and the willingness to let a house teach you to love dead people you never met. Score: 9/10.

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