What Remains of Edith Finch
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What Remains of Edith Finch is a collection of strange tales about a family in Washington state. As Edith, you’ll explore the colossal Finch house, searching for stories as she explores her family history and tries to figure out why she's the last one in her family left alive.
Steam User 46
探讨死亡吗,有点意思,但是好晕。
隐喻历史吗,有点意思,但是头好晕。
家族兴衰吗,有点隐喻,可是头好难受。
多好的一款游戏,可惜晕3D。
Steam User 39
Alright,花了3.8个小时打完了全成就,是时候来评价一下这款神作了。(!!!剧透警告!!!)
一个字:神
让我们从一本书开始,1997年吴冠军在《新潮电子》杂志上发表的《第九艺术》一文,将游戏列入艺术的行列,被称为第九艺术,热爱游戏的玩家们一直在说,游戏是第九艺术。但是却没多少人在解释这所谓的第九艺术到底是什么,到底什么样的游戏可以被列入第九艺术,我认为这款游戏就是能完美诠释这第九艺术的概念的游戏之一。艾迪芬奇家一直饱受着所谓的“诅咒”的影响,但是实际分析下来,所有人都不是因为什么诅咒而死亡或者消失,反而是各种倒霉和一次次的人为的失误,导致了这一家子人的短寿,仔细看一下族谱,Edith是17岁难产而死,Milton是11岁失踪,Lewis是22岁在罐头厂事故而死,Dawn(Edith的)母亲48岁患病而死,Gus(Dawn的弟弟)是13岁在风暴天放风筝被帐篷砸死,Gergory(Dawn的哥哥)在1岁的一次洗澡中,被误打开的水龙头灌满浴缸而淹死,Sam(Dawn的父亲)在33岁时和Dawn去猎鹿,被未完全死去的麋鹿顶下悬崖摔死,Molly(Sam最大的姐姐)在10岁的时候由于没吃晚饭,过度饥饿吃了很多不该吃的东西,食物中毒而死,Barbara(Sam的第二大的姐姐)在16岁时被入室的杀人犯杀死,Calvin(Sam的哥哥)在11岁时向往飞行,在秋千上被甩飞到悬崖下摔死,Walter(Sam的弟弟)在目睹了Barbara被杀死后,在地下室的避难所内居住了30年,最后砸破墙壁选择离开这里的时候,走到火车铁轨上被火车撞死,Sven(Sam一代人的父亲,入赘Finch家族)在建造龙头滑梯的时候被砸死,Odin(带领Finch来到美国的第一代,Eide的父亲)在57岁时和家人在海上遇到海难而死,Edie(Dawn的母亲,Finch的曾祖母)在97岁和Dawn还有Edith告别后,自然死亡。入赘的要么离婚了(Kay,Sam的妻子),要么也早早去世了(Sanjay,Dawn的丈夫)。
很可笑的是,最坦然面对这所谓的诅咒的人,是活的最久的,最想要逃离这个诅咒,最想要放弃过去的人,却同样英年早逝,家里的房子在保持古板的同时还在不断向高处拓展,就像是这一家人虽然在不断因为这诅咒而死,但没有人放弃过去的记忆和对未来的希望,依然在抗击着命运,每个人的死法都带有着一丝的黑色幽默,能让你在进行一个人的故事时玩的很开心,故事一结束如潮水一般涌来的死亡的分量丝毫不会减少,每个人死的都很幽默,但是你不会能笑出来,就这种感觉。
这款游戏让我感受到最多的是沉浸,我很推荐任何想玩这个游戏的人去买一个手柄和一个头戴式耳机,游玩的时候你会感觉到这两个小时会在你没任何意识的情况下飞快流逝,直到你打通游戏退出后看到游戏时长。
制作组对于环境的拿捏和氛围的把握做到了极致,游戏的FOV很小,这导致你看到的任何事物都不会太多,你会注意到每一份能看到的物品,无论是从狗洞钻进去房子,到精心设计的墓园,一代代人的墓碑竖立在其中,到随处摆放的书本,杯子,电动扶梯等,最后一直到最顶楼Edith房间的乱七八糟,四处散落的各种装东西的纸箱子和泡沫,从环境叙事开始告诉玩家一个关于一个家族的诞生到消亡,并且细细品味恰到好处的BGM,游戏上来不会打开十字准星,操控逻辑也拿捏的恰到好处,键鼠玩家能感受到自己确实在手动翻书,手动转钥匙,手动打开东西,手柄逻辑更绝,两个摇杆对应两只手,代入感我不多说了,神!
每个人的故事都是一个游戏,每个游戏设计也很巧妙,只要注意到Edith的描述,还有环境暗示,玩家就可以知道下一个角色的喜好,最令人拍案叫绝的是就算大部分人都没有正式出面,每个人的房间还有装饰都体现出来了大家的喜好,例如edie最喜欢的就是鸟,房间内有好多个鸟笼,就连门上画的都是两只鸟,用环境和音效的结合,对人物进行侧面刻画,才是这款游戏的神点。
这款游戏也有点意难平的点,例如Edith在写完书5个月后就难产而死了,Edie在和Dawn和Edith分别后就在这个古宅内自然死去了(可能和她吃的药不能喝酒有关,她当晚喝了酒),当然,作为Edie视角来看,她见证所有人的死亡,两代亲人接连在她面前死去,她见到了新生命的诞生和陨落,缅怀着所有人,她死去也算是Finch家的历史将要结束的表现了。
游戏最后,Finch家的末代,Edith Finch的孩子重新回到这座古宅,为她母亲祭奠,手上拿着的就是Edith写给他的书,还有一束花,走到了墓园内,把花朵放在墓碑上为结束,最后我想总结的是,何为第九艺术,第九艺术不是所谓砸了几千亿的3A,不是流水上万的网游,不是单纯突突突的爽游,也不是迎合大众打发时间用的各种流水线作品,更不是一款通关就要动辄十几个小时,中间越大越折磨直到最后才解脱的游戏,第九艺术,是用游戏的带入性,让玩家设身处地的体验一段有趣的故事,让玩家用眼看,用耳朵听,用手操作,用心感受到制作组的良苦用心和精雕细琢的作品,我不知道该如何结束这一篇评测,但是我只想把我感受到的真挚的情感表达出来,That's All.
对了,别忘了狗洞旁边那个墙上也有个窥视孔!
Steam User 39
最喜欢砍鱼那一关,虚拟和现实的结合非常震撼。
这个游戏被誉为游戏界的百年孤独是有原因的,家族的没落,最后剩下活着的,但也注定会归于沉寂的命运让整个有些基调都很忧伤,或者更确切来说是无力。但其实没有什么游戏性,是一款建模不错(可能会有点晕3D)的走路模拟器。
总的来说非常值得体验,游戏流程也不长,两个小时就能过完所有剧情。不过我个人结束之后没有特别狂热喜欢此作的感觉,可能是情绪基调在作祟吧。。。
Steam User 36
玩到最后才恍然大悟,所谓的诅咒谜题,本就不需要解开。一代代悲剧留下的教训只有一句话:“达摩克利斯之剑何时落下不重要,你怎么看待它才重要”
所以无论这一生漫长还是短暂,平庸还是壮阔,都请你昂首阔步地走下去。这是女主对后代的期望,同样也由所有玩家共勉。
Steam User 43
大地只做两件事,生长与埋葬。
东方人,是大地最虔诚的孩子。生于土,归于土,一呼一吸之间,皆携着泥土的温厚与沉默。我们赤足踏在厚土之上,总以为生命是一场肆意奔赴,追风逐光,想把岁月酿成最烈的酒,我们种下希冀,静待花开,看嫩芽破冰破土,便觉人间值得,前路坦荡。
大地纵容着这份热烈,让草木葱茏,让生灵欢歌,让每一份一执念都有扎根的土壤,让每一个梦想都有向上的力量。那是它藏在风霜雪雨里的温柔,是无声无息,绵延万古的滋养。
大地从不止于生长,它更懂得埋葬, 那些未曾言说的遗憾,那些戛然而止的相遇,那些拼尽全力仍留不住的人,那些在时光里慢慢褪色的过往,终会彼尘土轻轻覆盖,我们曾经以为刻骨铭心的伤痛,曾以为跨不过去的沟壑,曾日夜辗转的思念与不长,都在岁月流转里被大地一一收纳,它不评判,不劝慰,只是安静承接,承接我们的眼泪与疲惫,承接我们的失去与破碎,让所有无法释怀的过往,都归于尘土、归于寂静。 我们都是大地的孩子,生于斯,长于斯,最终亦归于斯。
大地依旧沉默,依旧重复着亘古不变的两件事,看人间来来往往,看生命周而复始,我们在泥土里降生,在风雨中成长,在岁月里慢慢被掩埋。来时一丝不挂,去时一缕青烟。
生是大地的馈赠,死是大地的拥抱。生死之间,便是一生......
满分,10/10,只管享受这一趟旅行......
Steam User 44
评分:S+
我的年度最佳独立游戏,独游里的第九艺术,超强叙事向游戏,因题材相似又被称为独游界的百年孤独
剧情开始讲述了一个家族有着诡异的怪谈,我们将操作主角Edith进入家族宅邸进行调查,目的为了弄清她为何是家族的最后一个活着的人
本作最让我惊艳的是他将每位成员的死亡用艺术形式展现,玩的过程让我叹为观止,印象最深刻的是lewis切鱼的那关
本作的流程仅2-3h,短小精悍,但想全面理解剧情可能需要看详解进行补全
理论上我并不晕3D,但我玩起来有点不适,应该是游戏本身画面的问题
推荐给喜欢艺术鉴赏的剧情党
最后感谢小铝
Steam User 37
What remains of edith finch作死全家桶梳理
1.Molly 意外身亡 主因:食物中毒,诱因:年幼无知,瞎几把吃吃死了,幻想自己变成动物捕食的场景。精神分析:年幼与精神状态无关,
2.Barbara 遇害身亡 主因:遇到变态杀人魔,诱因:童星身份,太出名 精神分析:无精神异常,尖叫狂(因此出名)
3.Calvin 自杀 主因:高空坠落,诱因:梦想飞行,坐秋千将自己甩入悬崖 精神分析:孩童式执念,一诺千金要飞
4.Walter (外祖父)自杀 主因:被火车撞死,诱因:长期将自己囚禁地下室寻求自由解脱 精神分析:目睹家里人死亡后精神失常
5.Sam (外公)意外身亡 主因:猎鹿时意外坠崖,诱因:无 精神分析:与精神状态无关
6.Gregory 1岁溺水身亡 主因:浴室中洗澡溺水,诱因:父母疏忽顾着吵架不顾小孩 精神分析:年幼与精神状态无关
7.Gus 雷击身亡 主因:放风筝被雷击中,诱因:雨天让小孩放个风筝是怎么想的 精神分析:年幼与精神状态无关
8.Mitton 失踪 主因:了解家庭诅咒后离家出走
9.Lewis自杀 主因:被罐头厂的闸刀切断了头 诱因:mitton的失踪使其内心陷入孤僻 精神分析:枯燥的工作生活让其精神幻想愈演愈烈 (本作最棒剧情叙事与,最具创意的玩法设计,不建议这种封神内容放最后,容易导致部分急性子中途退坑体验不到的)
First Generation (Norwegian Immigrant Generation)
Odin Finch (Great-Great-Grandfather) : Accidental Death
Cause: Drowned when the family’s ancestral home fell into the sea during a storm while migrating to America by ship.
Trigger: Risked maritime travel to escape the family’s centuries-old curse.
Psychological Analysis: No abnormalities; migration decision influenced solely by family legend.
Sven Finch (Great-Grandfather) : Accidental Death
Cause: Killed in the collapse of a dragon-shaped slide he built for his family’s mansion.
Trigger: Prioritized creating a recreational facility without adequate construction safety measures.
Psychological Analysis: No abnormalities; a workplace accident.
Second Generation (Mansion-Settled Generation)
Molly Finch (Great-Aunt) : Accidental Death
Cause: Food poisoning from ingesting hamster food, toothpaste, and holly berries out of hunger.
Trigger: Denied dinner at age 10 and sent to bed early; ignorance led to consuming dangerous substances.
Psychological Analysis: No abnormalities; animal hallucinations were physiological reactions to poisoning, not mental illness.
Barbara Finch (Great-Aunt) : Homicide
Cause: Murdered by a home-invading serial killer (only one ear was ever found).
Trigger: Former child star famous for her "scream queen" persona; remained a target due to lingering fame despite career decline.
Psychological Analysis: No abnormalities; screaming was a professional persona, not a sign of mental instability.
Calvin Finch (Great-Uncle) : Accidental Death (Not Active Suicide)
Cause: Swung too high on a swing, was thrown off, and drowned in the sea.
Trigger: Obsession with "flying dreams" led him to ignore the swing’s safety limits.
Psychological Analysis: Childlike dedication to a dream, not paranoid personality; an accident rooted in innocent ambition.
Walter Finch (Maternal Grandfather) : Accidental Death (Not Active Suicide)
Cause: Struck by a train while standing on railroad tracks, gazing at the sun after leaving his basement refuge.
Trigger: Imprisoned himself in the basement for over 30 years; the sudden halt of train services disrupted his routine, driving him to risk freedom.
Psychological Analysis: Developed post-traumatic stress disorder (PTSD) from witnessing Barbara’s murder at age 8 and his father Sven’s death at 12—not mere "insanity."
Edie Finch (Great-Grandmother) : Natural Death (Suspected Complications)
Cause: Died at 93 from worsening illness after alcohol interfered with her medication.
Trigger: Emotional distress from her granddaughter Dawn’s decision to move her to a nursing home and abandon the ancestral mansion.
Psychological Analysis: Firmly believed in the family curse and preserved her relatives’ rooms as memorials; a matter of ideological obsession, not severe mental illness.
Third Generation (Family Expansion Generation)
Sam Finch (Maternal Grandfather) : Accidental Death
Cause: Pushed off a cliff by a wounded deer while posing for a photo with his daughter Dawn’s hunting trophy.
Trigger: Neglected safety to celebrate the hunt, failing to notice the deer was still alive.
Psychological Analysis: No abnormalities; a veteran with hunting habits that led to carelessness.
Gregory Finch (Uncle) : Accidental Death
Cause: Drowned at 1 year old when a toy frog blocked the bathroom faucet, causing water to accumulate.
Trigger: Parental neglect—his parents were arguing and failed to monitor the water level.
Psychological Analysis: Irrelevant to mental state; infants lack self-awareness or control.
Gus Finch (Uncle) : Accidental Death
Cause: Crushed by a tent blown away in a violent storm during his stepmother’s wedding (not struck by lightning).
Trigger: Resented his stepmother and flew a kite alone outdoors during extreme weather.
Psychological Analysis: No abnormalities; a child’s resistance to family restructuring, not deliberate risk-taking.
Fourth Generation (Curse "Conclusion" Generation)
Milton Finch (Second Brother) : Missing (Presumed Deceased)
Cause: Officially listed as missing; hints in The Unfinished Swan (a related game) suggest he died.
Trigger: Ran away from home at 11 after learning about the family curse.
Psychological Analysis: A gifted artist who fled out of fear of the curse; no mental abnormalities.
Lewis Finch (Elder Brother) : Accidental Death (Not Active Suicide)
Cause: Accidentally decapitated by a fish-head cutting machine at the cannery where he worked.
Trigger: Substance abuse fueled by loneliness (after Milton’s disappearance) and repetitive, monotonous work, leading him to retreat into a fantasy world.
Psychological Analysis: Blurred boundaries between reality and fantasy due to substance dependence; an operational error caused by addiction, not intentional suicide.
Dawn Finch (Mother) : Natural Death
Cause: Died from an undisclosed illness after repeated relapses following the family’s relocation.
Trigger: Chronic psychological stress from witnessing family deaths, Milton’s disappearance, and Lewis’s accident, which deteriorated her health.
Psychological Analysis: No abnormalities; physical illness induced by long-term psychological trauma.
Edith Finch (Protagonist) : Accidental Death
Cause: Complications from premature birth at age 18.
Trigger: Becomes pregnant after returning to the ancestral mansion to investigate family secrets; physical strain led to preterm labor.
Psychological Analysis: No abnormalities; a medical complication related to childbirth.