What Remains of Edith Finch - contact@rockpapershotgun.com (Alec Meer)

what-remains-of-edith-finch-secrets

What Remains of Edith Finch is the kind of game that makes the phrase ‘visual feast’ feel appropriate again, as opposed to just breathless enthusiasm for CGI battle scenes in quoted four-star reviews on superhero movie posters. There is so much wonderful and surprising detail, both ostentatious and subtle, in the rooms that make up its impossible, wonderful house of dreams and death.

So much that it’s very easy to miss things that tell extra stories – the sweetest and most powerful stories, and also the stories that the Finch family told each other.

(more…)

The Walking Dead

Every few years, someone claims that adventure games are dead. But adventure games never died: they just changed. "I think what they really mean is the death of point-and-click adventure games," says Ron Gilbert, creator of Monkey Island and, more recently, Thimbleweed Park. "Games like Gone Home, Firewatch, and everything Telltale makes are adventure games, and they can sell millions of copies. But if we limit the description to point-and-click games, I don't know that I fully disagree. These games are a niche market now, but if you make them cheaply and efficiently, they can still do well. Dave Gilbert [no relation] has carved out a nice fanbase."

"What's interesting is that those articles usually come out after a high-profile adventure game is released that's less than stellar," says Dave Gilbert, founder of point-and-click revivalist Wadjet Eye. "Suddenly a game speaks for all adventure games, and the whole genre is dead. This is a narrative that only seems to apply to adventure games. Roguelikes 'died' then came back. So did the platformer and the RTS. But people love talking about how adventure games died, or are dying. Even developers themselves! But I've been making them for 11 years and they continue to sell and support my family, so it's hard to take that kind of thing seriously."

"When people declare things dead in the moment, the odds of them turning out to be wrong are usually close to 100%, so it's easy to brush this kind of thing off," says Sam Barlow, creator of experimental mystery game Her Story. "I think part of it comes from a certain self-consciousness and a certain desire for the medium to hurry up and grow up. Adventure games often feel like an awkward middle ground between the proper narrative games we aspire to and our cruder earlier attempts."

Barlow explains that one of the adventure genre's greatest struggles is the idea of the player controlling the story's protagonist. "They become stuck in the weeds of the plot," he says. "I kinda like the fact that a lot of modern games have reduced the emphasis on the specifics of the actions, and focused more on dialogue and higher-level character choice. I'm interested in finding ways for players to be a part of the experience of a story without having to throw them into the busywork of 'being' a character."

Francisco Gonzalez, founder of indie adventure studio Grundislav, thinks that adventure game designers often stubbornly cling to older design tropes. Mazes, illogical puzzles, excessive in-jokes and too much fourth wall-breaking are just a few of the elements that bother him. "If your game absolutely needs a maze, keep it brief," he says. "Add some sort of puzzle element that allows you to navigate it without having to map it yourself."

"So many point-and-click games these days seem to have random puzzles that don't help move the narrative forward," says Ron Gilbert. "A good adventure game should also be about exploring a world, and in many games you're just teleporting from location to location. Firewatch and Gone Home are about exploring a space, and more point-and-click games need to do a better job of this. Build me a world I want to live in."

He continues, "I don't know that I've played a point-and-click adventure made in the last few years that thoroughly engaged me. I'm a point-and-click snob. I think two things that have hurt the genre are illogical puzzles and puzzles that don't intertwine with the narrative. I still see these issues today. However games like Firewatch get around this by not having deep puzzles. Most adventure games are all about story. In a lot of ways they've thrown the baby out with the bathwater, and that is depressing."

Olivia White of Owl Cave Games thinks too many adventure games still fall into the archaic traps of horrible logic and self-referential humour. "All the people working in the field today who do excellent work are the ones who are actively slicing away the old, rubbish parts of the genre and improving the good parts with surgical focus," she says. "Not all adventure games use moon logic, but plenty of designers are still stuck in the past."

"This is actually one of the freer genres to work within," says Sam Barlow. "There are enough limitations that it kind of encourages people to play around the edges, and I think that's important. The adventure game fan is often of a certain type, and there's been a lot of intense, fairly academic discussion and analysis of the genre. It has a lot of fans and creators who are passionate about keeping things moving forward."

No limit

I ask Ron Gilbert if the seemingly limited framework of the adventure genre naturally limits innovation. "For pure point-and-click games, it does," he says. "But people, including me, have a very rigid definition of a point-and-click game and resist change. After building Thimbleweed Park, I do think there's a stigma attached to the genre. People are often predisposed to think they won't like them, and that these games are full of illogical puzzles and bad narrative. As a creator you have a huge hump to overcome. We felt that every day making Thimbleweed."

"There have been a lot of really innovative things done in adventure games recently," says Francisco Gonzalez. "I think the main problem is that if an adventure game tries to innovate too much, then people no longer consider it an adventure game. There's a notion that you need absurd inventory puzzles to be part of the genre, but I consider games like The Cave, which has platforming elements, and the heavily story-led Oxenfree to be great examples of modern adventures."

"What adventure games do well is tell more intimate, more focused stories," says Dave Gilbert. "You wouldn't make an adventure game about a soldier fighting in a warzone. Nor would you make a beat-'em-up about a detective trying to solve a case. So can adventure games limit you? Sure. But for telling the stories I want to tell, the sky's the limit."

So what does the future hold for adventure games? "We're going to see a lot more games that shed the point-and-click mould," says Olivia White. "I think we'll see a bunch of developers adopting the Telltale style, but I'd like to see more games doing interesting things with interactive narrative like Stories Untold and Edith Finch."

"I think things are going to continue as they have for the past 20 years," says Francisco Gonzalez. "There'll always be a market for adventure games, and new generations of gamers will get into the genre through modern narrative games or the classics. But I hope adventure games will continue to evolve and not be afraid to go beyond the traditional genre trappings, embracing the move away from illogical, archaic design."

"We're seeing more games with lighter mechanics and a greater emphasis on story and character," says Sam Barlow. "I think that's something that helps the genre, because it brings in audiences who are hungry for what makes adventure games tick, and also draws in new creators who are ready to mix things up. My vision of the future is one where the adventure game creators step into the world of streaming TV, where they figure out how to use performance and video as a way of telling stories."

"More people are making adventure games than ever," says Dave Gilbert. "So we'll continue to see a lot of new and interesting games coming out."

"If only I knew," says Ron Gilbert. 

What Remains of Edith Finch - contact@rockpapershotgun.com (Alex Wiltshire)

edith_mech_1

This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games. This time, What Remains of Edith Finch [official site].

The Finch house fits together in a jumble. The original building serves as a foundation for the floors that teeter on top and its rooms connect in strange and confounding ways, through hidden passages and external ladders. The whole thing looks like it couldn t function as a building, a pile of timbers that d tumble in a gale.

Yet, as I played What Remains of Edith Finch I found it making sense. Its rooms are fantastically detailed, and though their entrances can be through children s playhouses and exits can be secret trapdoors, the game pulled me through. I was rarely confused or lost, and yet there are no quest markers or breadcrumb trails to follow. How What Remains of Edith Finch guides without pushing is simple, and yet complex. It s all about:

THE MECHANIC: Signposting with words (more…)

Alien: Isolation

The job of a concept artist is an important one. Before a single model or texture has been created, they’re responsible for establishing a game’s atmosphere and tone. The things they create might not even make it into the final game, but their work underpins the aesthetic of everything from incidental props to entire worlds. And so, to celebrate the work of these talented individuals, here are some of my favourite concept images from the last few years.

Wolfenstein II: The New Colossus / Christoffer Lovéus

MachineGames has repeatedly proven itself to be one of the best world-builders in the business. Its vision of a 1960s America that has been conquered and twisted by the Nazis is hugely compelling, which this atmospheric concept art by Swedish artist Christoffer Lovéus helped bring to life.

Alien: Isolation / Brad Wright

Recalling Ron Cobb’s detailed, functional designs for the 1979 film, Creative Assembly’s Brad Wright produced some stunning concept art for Alien: Isolation. These evocative images of Sevastopol station and the Anesidora are particularly striking, capturing the cold, industrial atmosphere of the Alien universe.

What Remains of Edith Finch / Theo Aretos

At the heart of Giant Sparrow’s unforgettable journey through the lives of the Finch family is their grand, clumsily stacked house. These concept images were created by artist Theo Aretos early in development to get a sense of what the strange old house might look like, and are works of art in their own right. 

Assassin’s Creed Syndicate / Tony Zhou Shuo

The Creed series has always been more concerned with capturing the romantic image of its cities and time periods than creating perfect, historically accurate recreations. These images by Tony Zhou Shuo paint a vivid picture of Victorian London,  using iconic landmarks to give them a rich sense of place.

Enslaved: Odyssey to the West / Alessandro Taini

Ninja Theory's post-apocalyptic epic remains one of the prettiest ends of the world we've seen on PC. Rather than being bleak and gloomy, this ruined Earth sizzles with colour. And it's perhaps no surprise that these pieces of concept art by Alessandro Taini are just as vibrant and evocative.

Fallout 4 / Ilya Nazarov

The mood of the Commonwealth is constantly changing as the weather and time of day shift in real-time around you, which these elegant paintings by senior Bethesda concept artist Ilya Nazarov capture beautifully. I especially love the subtle use of colour, reflecting Fallout 4’s brighter, livelier wasteland.

Deus Ex: Mankind Divided / Frédéric Bennett

The grim dystopian future of Deus Ex was imagined by a talented team of concept artists who designed everything from entire cities to individual props. Art by Eidos Montréal’s Frédéric Bennett, including this dramatic image of Golem City, helped establish the game’s distinctive, recognisable visual style.

Mass Effect: Andromeda / Ben Lo

These remarkable images by BioWare concept artist Ben Lo perfectly capture the scale and majesty of Mass Effect’s grand space opera. Refined, understated art direction is one of the series’ defining features, echoing classic ‘70s science fiction: an aesthetic these paintings are wonderfully reminiscent of.

Dishonored 2 / Sergey Kolesov

The unique painterly style of Dishonored’s visuals mean the game is a lot closer to its concept art than most. These exquisite paintings by Arkane concept artist Sergey Kolesov wouldn’t look out of place hanging on the walls of a lavish Karnaca apartment—particularly the image of Duke Abele on his palanquin.

The Long Dark / Trudi Castle

Hinterland’s survival game just left Early Access, and although the visuals have steadily improved over time, its dedication to that gorgeous hand-painted art style has never wavered. These atmospheric concept images by Trudi Castle skilfully capture the lonely, melancholy atmosphere of the game.

Star Wars Battlefront / Anton Grandert

Getting to work on a Star Wars game like Battlefront must be a dream job for any professional concept artist. These vivid, dramatic paintings by EA DICE’s Anton Grandert are reminiscent of Ralph McQuarrie’s iconic Star Wars concept art, evoking the chaotic, operatic drama of the films’ battle scenes.

What Remains of Edith Finch - Valve
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What Remains of Edith Finch - jeffl
Hey all! Thanks for playing and supporting Edith Finch. It’s been awesome to see the amount of positive reviews and comments related to the game, whether on Steam or on the web. We’ve heard your feedback regarding game options, outstanding bugs, and performance issues since release, and our team has been working on addressing those concerns with this update. As always, feel free to share any game feedback or bug reports with us directly in the forums or via email at help@annapurnainteractive.com.

Update notes:

-Added a New Game option in the Pause Menu (PLEASE NOTE: if you select this option, this will overwrite your current save)
-Added Steam Cloud save support; your save will now be synched globally
-Added new bits of art in Molly's Story, Walter's Story and Lewis' Story (you'll have to play them to find out...)
-Added language support for Italian and Korean
-Fixed an issue in Walter's Story where a few users on below min-spec systems reported they could not progress past the brick wall sequence; users should now be able to move past this part
-Fixed an issue in Sam's Story; it is now easier for users on below min-spec systems to take pictures
-Fixed an issue in Edie and Dawn's Story where a few users on below min-spec systems reported they could not progress past the Dandelion sequence; users should now be able to complete this part
-Fixed an issue in Lewis' Story where users on very high-spec systems could become stuck on guards standing on the stairs in the City area
-General bug fixes and performance improvements
What Remains of Edith Finch - jeffl
Hey all! Thanks for playing and supporting Edith Finch. It’s been awesome to see the amount of positive reviews and comments related to the game, whether on Steam or on the web. We’ve heard your feedback regarding game options, outstanding bugs, and performance issues since release, and our team has been working on addressing those concerns with this update. As always, feel free to share any game feedback or bug reports with us directly in the forums or via email at help@annapurnainteractive.com.

Update notes:

-Added a New Game option in the Pause Menu (PLEASE NOTE: if you select this option, this will overwrite your current save)
-Added Steam Cloud save support; your save will now be synched globally
-Added new bits of art in Molly's Story, Walter's Story and Lewis' Story (you'll have to play them to find out...)
-Added language support for Italian and Korean
-Fixed an issue in Walter's Story where a few users on below min-spec systems reported they could not progress past the brick wall sequence; users should now be able to move past this part
-Fixed an issue in Sam's Story; it is now easier for users on below min-spec systems to take pictures
-Fixed an issue in Edie and Dawn's Story where a few users on below min-spec systems reported they could not progress past the Dandelion sequence; users should now be able to complete this part
-Fixed an issue in Lewis' Story where users on very high-spec systems could become stuck on guards standing on the stairs in the City area
-General bug fixes and performance improvements
Deadly Premonition: The Director's Cut - contact@rockpapershotgun.com (RPS)

2017 has already been an extraordinary year for PC games, from both big-name AAA successes to no-name surprise indie smashes. Keeping up with so much that’s worth playing is a tough job, but we’ve got your back. Here is a collection of the games that have rocked the RPS Treehouse so far this year.

We’ve all picked our favourites, and present them here in alphabetical order so as not to start any fights. You’re bound to have a game you’d have wanted to see on the list, so please do add it to the comments below. … [visit site to read more]

What Remains of Edith Finch - contact@rockpapershotgun.com (Philippa Warr)

Another day at the cannery

EDITH FINCH SPOILERS AHEAD. THIS IS A REALLY OBVIOUS WARNING SO CONSIDER YOURSELVES WARNED!

What Remains of Edith Finch [official site] is a home exploration story an anthology of the lives of Edith’s family members where playable vignettes tell you what happened to each of them. Each vignette is a distinct tale with its own mood, its own rules. Here I sat down with Ian Dallas and we dug deep into the story of Lewis. Without giving too much away before the jump Lewis’s story is probably the star of the game not my personal favourite, but the one which showcases just how different and accomplished these vignettes actually are in the current landscape of games. Join us as we explore the world of fish and of fairytales…

The illustrations are a mixture of concept art and screenshots from Lewis’s story and can be enlarged by clicking on them.> … [visit site to read more]

What Remains of Edith Finch

THE HIGHS 

Tom Senior: Home again‘Oh another twee game about walking around a sad house’ I thought as I started up What Remains of Edith Finch for the first time. For five minutes the game stuck to type. The narrator spoke evocatively of old memories and family secrets. Cold sunlight fell artfully through leafy branches. There were violins. It was familiar.

But then I looked up and saw the house itself—a demented construct that looks like a country mansion mashed into a vertical shanty town. Then I looked down and realised ‘oh snap, I’m pregnant!’ Fifteen minutes later I was diving into the diary of a lost family member, zooming into her world and exploring the house and the surrounding countryside from her perspective. It was still sentimental, sure, but it was also sinister, and intriguing. The beautifully modelled house is full of trick doors and hidey holes. The game is resolutely linear, but I still felt like a trespasser sneaking into locked away memories. I won’t spoil any more, but it’s the best entry in the sad house genre since the sad house genre was invented by Gone Home a few years ago.

Joe Donnelly: Into the wilder-yesSort of similar to Tom, I was sent a copy of Marshlight Software's narrative adventure game The Edgelands this week and wasn't immediately taken by it. As one of Failbetter's fundbetter initiative games, I'd had my eye on this 'un for a while but was immediately disappointed in its well-worn amnesiac protagonist introduction. Before long, though, I was out exploring its fantastical world, conversing with its bizarre and outlandish characters, and fumbling through its narrative-led puzzles. Against some striking visuals, and a killer soundtrack, my initial disdain was quickly reversed and I'm now very much looking forward to spending some more time with it this weekend.

As I mentioned in my news write-up, its creator cites Infocom-era gamebooks as a central source of inspiration, but its offbeat world also echoes that of Kentucky Route Zero's—which is easily one of the best modern examples of the genre. The Edgelands is due on May 9, and while I don't know how much it'll sell for yet, I'd certainly recommend it as one to watch out for—particularly if, like me, you're of the adventure game persuasion. 

Wes Fenlon: Old questionsI love digging into the minutiae of game history, and I got to do a lot of that, recently, in the process of writing about Final Fantasy 7's 1998 PC port. I initially planned to write something about the difficulty of porting a console game to PC 20 years ago, but after researching the port's differences from the PlayStation version, I became obsessed with one particular feature: the mouths added to the characters. Nothing else about the character models or designs was changed, but everyone got a mouth! Weird, right? I thought so, and I tracked down some of the developers to find out why. Curiosity is the best research fuel.

Tyler Wilde: Farm lifeThis guy bought a farm to live out his Stardew Valley dreams. I don’t have enough money to buy a farm, and obviously many don’t, so I’m not going to say this is some universal inspiration we should all follow. But I will say that it rules. If you could, how would you live your videogame fantasies? I’m not that into farming games, so I’d probably just buy a car and strap rockets to it and that would be the end of me. It’s probably best that I don’t. But farm guy, he’s still onto something.

Tim Clark: Go into the lightNormal service resumes this week, which means brace yourselves for more Hearthstone talk from me. It’s a relief to have finally published my thoughts on Un’Goro, which I like a lot, despite some concerns about the cost of staying competitive. I also notched up my fourth golden hero, and despite being the wrong side of 40, still get a dumb thrill from playing with Uther’s animated portrait. (Even if it wasn’t quite the as good as the first time.) Really though, I’m just pleased that Paladin is good again. I have long been of the view that Midrange Pally is the only honest and true deck in Hearthstone, so it was painful seeing the class reduced to a shadow of itself prior to Un’Goro. But cards like Hydrologist and Sunkeeper Tarim (my new favourite legendary) have helped Paladin’s board-centric game massively. If you’re looking for a good version to try, check this list out from Jab. Just beware of all the crabs.

Chris Livingston: Far High 2 Yeah, I'm back playing Far Cry 2 again. I needed a screenshot of something for a feature I'm working on, so I reinstalled it and hopped in for what could have been a quick thirty seconds but instead became about two hours. And damn do I love being in that harsh, deadly, unforgiving world once more. I'm aware of—and agree with—most of the complaints about the open-world FPS, but it's still one of my favorite games and favorite places to be. I didn't even do much—just drove around and got into a few firefights, but I loved every second of it. Also, I forgot to get the screenshot I went there for in the first place, so looks like I'll have to play some more this weekend. Not a problem. 

THE LOWS

Tyler Wilde: Duty callsAs a shooter fan, I’m glad Call of Duty is returning to World War 2, and I hope the shift means less focus on gadgets and more on basic level and weapon design. But as a person who regularly has to parse marketing speak, I’m exhausted. The reveal livestream was one of the more embarrassing I’ve seen in a long time, not because it wasn’t well-produced or Call of Duty: WWII doesn’t look good—though I haven’t really liked a Call of Duty for a while—but because Activision has pre-emptively decided that it’s a cultural achievement, a documentary of sorts with such attention to historical accuracy that it has the power to prevent future wars. I’ll call bullshit on that in more words elsewhere, but the short of it is: No, I don’t think Call of Duty: WWII is those things.

Tim Clark: Souls outAnd so it’s over. My buddy Dave and I carried each other limping, crying, and arguing about strats over the line in Dark Souls 3’s The Ringed City DLC. Now there is no more. (For the record I landed the final blow on the boss both times, you’re welcome Dave.) The Ringed City  was a decent send off for a sensational game, even if the ending didn’t resonate especially deeply with me. I think the weight of having to wrap up such a big series was always going to hang a little heavy on what is, after all, an addendum more than an expansion.

For Dave and I, co-op play was primarily a way of catching up, because both of us prefer to talk on Skype while playing something rather than endure the awkwardness of actual phone calls. For me it also meant a relatively easy way into a game that prides itself on not babying new players. If Miyazaki is to be believed, and this really is the end for the series, (he probably isn’t, it probably won’t be), then I’m going to need a new game to stay in touch with Dave. Suggestions below, please.

(Hey everyone, it's James. Tell Tim to play Bloodborne already.)

Chris Livingston: Language, pleaseI played Pinstripe this week, an adventure platformer about trying to rescue your daughter from hell. It's pretty darn spooky in parts, and more than a bit morbid—I might even categorize it as horror. Mr. Pinstripe himself is unsettling and genuinely scary the first few times you encounter him, until he very suddenly isn't because he calls you, and I quote, "douche."

Douche? It's a weird thing for a hellish spectre who has stolen your daughter to say and completely deflates any fear I had of him as an adversary. Perhaps it was an attempt at humor—and there's nothing wrong with adding some levity to horror now and then—but it really shattered the mood and the moment. It's like if Anton Chigurh, instead of saying "Call it, friend-o" had said "Call it, fart-breath." Menace can evaporate instantly, simply due to a poor choice of words. Or, in this case, word.

Wes Fenlon: Net not so neutralI have a feeling this is going to be a recurring low for me for the rest of 2017. The FCC recently rolled back privacy protections for internet users, and it's now proposing to kill net neutrality under the guise of a proposal named "Restoring Internet Freedom." What it really aims to restore is more freedom for the multi-billion dollar corporations that already have a stranglehold on the internet infrastructure of most of the US. The creator of the world wide web has already spoken out against the proposal. Hopefully thousands or millions of Americans adding their voice to hise might make the FCC reconsider. 

Tom Senior: How games dieHow many virtual trees have been made by game artists in the history of the medium? How many brick wall textures? How many longswords? Imagine the millions of hours that people in different studios have funnelled into making the same objects over and over. It’s incredible how much work is repeated and wasted during the creation of the game worlds we enjoy.

So much of it ends up in the bin. This week Diablo 2 mastermind David Brevik worried that many of the original Diablo 2 assets may have been lost, making a remaster more difficult. It reminded me that for every little piece of art, modelling or music that makes it into a published game, more are lost to cancelled projects. Even in successful games, the original files vanish—why spend money to sustain legacy servers for assets that are unlikely to ever be used again? Digitisation has saved old film, music, television and literature from the degradation of physical media, but in the digital environment games can easily fade and die, becoming incompatible as software moves on. Perhaps one day all that will remain of the games we love today will be the words that celebrated them on sites like PCGamer.com. Hopefully not, though.

Joe Donnelly: Punch drunkIn this week's more bizarre-leaning news, it seems boxing kangaroo Roger Jr won't feature in the incoming western interpretation of Tekken 7. Why? Well, I'm not entirely sure. Speaking to VG24/7 it seems executive producer Katsuhiro Harada is preempting "animal activists" from complaining by omitting the fighting macropod, yet is leaving Kuma the bear in place because he’s "obviously stronger than a human being".

Here's Harada's rationale for Roger's removal: "There was a video of a man’s dog being headlocked by a kangaroo, and he punched it in the face. It turned into a big problem. People were complaining about him punching a kangaroo. It seems that in the last few years there’s a lot more animal activists—even though they probably wouldn’t play our game they would still hear about that, about a kangaroo in our game being punched, and would complain about it."Now, I'm by no means supporting organisations like PETA's involvement in videogames over the last several years, but in their defence it seems Harada et al have jumped the gun in this instance. What's your take?

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