Pros
- Masterful storytelling
- Immersive environmental details
- Innovative gameplay shifts
- Haunting audio and score
- Concise but impactful runtime
4.6 Action & adventure
If you've ever wondered what it feels like to live an entire life in ten minutes, or to lose a loved one in a way that's both heartbreaking and weirdly beautiful, What Remains of Edith Finch is the game you didn't know you needed. Published by Annapurna Interactive and developed by Giant Sparrow, this is a first-person narrative exploration game that feels less like a “game” and more like a lovingly curated museum of family tragedies. Available on the Microsoft Store for Windows, it's a short walkthrough of a cursed family tree, where every branch holds a different kind of magic.
One-line pitch: A story-driven walking sim where you experience the final moments of each member of the eccentric Finch family through bite-sized, genre-bending mini-games.
Developer: Giant Sparrow (known for their weird, heartfelt experiments)
Key features at a glance:
Target audience: Anyone who loves great storytelling and doesn't mind a game that's more like an interactive novel. If you enjoyed Gone Home, Firewatch, or just want something to make you feel human for a couple of hours, this is for you.
Let's be honest: the “walking simulator” genre gets a bad rap. But Edith Finch doesn't just walk — it leaps, swims, swings, and even turns into a literal bird. You play as Edith, the last surviving Finch, who returns to her family's eerie old mansion on an island off the coast of Washington. The house itself is a character: it's been added onto haphazardly over generations, so it's a maze of claustrophobic rooms, crooked stairs, and oddball architecture. You'll crawl through windows, climb through laundry chutes, and open drawers that lead to entirely different wings. It's part Nancy Drew, part haunted house tour, and wholly charming.
The core mechanic is simple: walk through the house, find a family member's bedroom, interact with their belongings to trigger a “memory vignette.” Once you do, the game takes over, and you play out that person's last living moments. The brilliance lies in how wildly different each death plays out. Lewis's story, for example, puts you inside the head of a man working a mind-numbing factory job, and gradually lets his imagination take over until the line between reality and fantasy blurs — literally you control two hands at once. It's a gut-punch that redefines what a video game can say about escaping pain.
The most remarkable thing about Edith Finch is not the graphics (though the watercolor-ish style is lovely), nor the voice acting (which is top-notch), but how each story reinvents the idea of “interactivity.” You don't just watch a cutscene; you are the person in their last seconds. One moment you're a little girl imagining a dragon while your mom yells at you, the next you're a young man trying to eat a meal while his head is literally coming off — and yes, it's played for dark comedy. Another vignette has you as a baby in a bathtub, and you have to click toys to keep yourself occupied while the baby's father doesn't notice the water filling up. It's horrifying, but presented with such gentle, almost fairy-tale narration that you don't recoil — you just… feel.
This is the game's superpower: it turns trauma into something you can touch and navigate, rather than just observe. Each family member's story has a mechanic that mirrors their emotional state or the cause of death. Molly's story, for instance, has you eating random things (bugs, grass, a whole raw fish?) from the perspective of a hungry child, eventually transforming into a cat, then an owl, then a giant sea monster — it's surreal and dreamlike, and you only realize later that it's about starvation and loneliness. The game never explains itself directly; it trusts you to piece it together.
The interface is minimal — no HUD, no inventory, no map to get lost in. You move with WASD, interact with E, and that's about it. The learning curve is zero: you walk, you click, you cry. The game performs wonderfully on Windows, even on modest hardware (I tested it on a five-year-old laptop; it ran at 60fps with no stutter). Loading times are quick, and the save system is automatic at every major scene change, so you can hop in and out without worry. The only minor annoyance: some of the interactable objects are a tad fiddly to find (especially in the twisty corridors), but that's by design — exploration is rewarded with extra diary entries that deepen the lore.
One note for accessibility: the game supports subtitles and has no time-sensitive puzzles (except one short sequence in a factory that might make anxious players a tad jumpy, but it's very forgiving). It's fully playable with a controller too, if that's your jam.
Most action–adventure games focus on combat, puzzles, or upgrading gear. Edith Finch has none of that. What it does is take the idea of “adventure” — the exploration of a mysterious place — and turns it entirely inward. Instead of fighting monsters, you're dealing with generational grief. Instead of unlocking new abilities, you're unlocking new perspectives. It's the polar opposite of a power fantasy: you are powerless, and the only thing you can do is understand.
Its closest cousin is probably Gone Home, but where Gone Home is a single story with a linear emotional arc, Edith Finch is a multi-tone mixtape — sometimes sad, sometimes absurd, sometimes genuinely funny (the “American boy who dies from a swing in a storm” story is comedic gold). Each vignette is a different genre: a psychedelic trip, a gothic horror, a child's fantasy, a darkly comedic dinner scene. The only thing they share is the weight of inevitability, and the game never milks it for cheap drama.
I recommend What Remains of Edith Finch to almost anyone. If you're a gamer who thinks “walking simulators are boring,” give this one a shot anyway — it's short enough to prove you wrong. If you're a newcomer to games, this is a brilliant entry point because there's no combat, no failure states, just pure storytelling. The only caveat: it's deeply emotional. Some stories (especially the one involving a baby and a new father) are genuinely tough to get through. But that's also why it's a masterpiece. It doesn't shy away from the messiness of life and death.
Playtime: 2–3 hours for a single sitting. Perfect for an evening when you want to feel something real.
Price: Usually around $20 on the Microsoft Store, and it goes on sale regularly. Worth every penny.
Recommendation: Buy it, play it in one go with headphones on, and prepare to stare at your ceiling for a while afterward. It's not a game you forget. It's a game you live with.
After installing, launch the game and select 'New Game' from the main menu. You'll begin as Edith inside the Finch house. No prior knowledge is needed; just follow the on-screen prompts to interact with objects.
No, the game is fully playable offline. An internet connection is only required for the initial download and installation. Once installed, you can enjoy the entire story without being online.
Minimum specs: Windows 7, Intel Core i3-2120, 4 GB RAM, DirectX 11, and 4 GB storage. Check the store page for full details. Lower settings may improve performance on older hardware.
Explore the Finch house and interact with glowing objects, doors, or diaries. Each interaction triggers a flashback – a playable story about a family member. Follow the linear path; the game guides you naturally to the next tale.
Yes, from the main menu select 'Chapter Select'. You'll see a list of all unlocked stories. Choose any chapter to replay it from the beginning. Progress and collectibles are not saved across replays.
No traditional collectibles. The game focuses on narrative. Pay attention to letters, photos, and notes scattered around the house—they add depth to the Finch family history but aren't required for completion.
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