Still waiting for that PC patch that gives us resolutions above 1080p. Also an FoV slider hopefully.
me, everyday
I felt ripped off buying Gone Home all those years ago. This seems to also be a short but actually great experience going by all the reviews comments here. It's tempting me to be honest but I'm cautious still.
The narrative is much more direct told in this game, explicitly told across concise short stories that require no vaguely archaeological gameplay to uncover.I felt ripped off buying Gone Home all those years ago. This seems to also be a short but actually great experience going by all the reviews comments here. It's tempting me to be honest but I'm cautious still.
Is the resolution really limited to 1080p? That's odd. Digital Foundry was able to play at 4k on this.
Got this on PC.
Completed the first story (are they in order?) - the little girl.
Was enjoying it until it got weirdchanging into the animals. Now I'm an owl.
Now I'm a shark. Now I'm thinking about exiting to main menu...
Will go back to it though as it's so short.
Got this on PC.
Completed the first story (are they in order?) - the little girl.
Was enjoying it until it got weirdchanging into the animals. Now I'm an owl.
Now I'm a shark. Now I'm thinking about exiting to main menu...
Will go back to it though as it's so short.
that's the weirdest section to play, in my opinion.Got this on PC.
Completed the first story (are they in order?) - the little girl.
Was enjoying it until it got weirdchanging into the animals. Now I'm an owl.
Now I'm a shark. Now I'm thinking about exiting to main menu...
Will go back to it though as it's so short.
I have a specific question about this game I was hoping someone who has played through could answer for me. I understand the game deals with death of several members of a family or something to that effect. I want to know if this ever gets overly depressing? I ask this because whilst I find this game really appealing on many levels, I currently have a very sick father (cancer) and am finding myself somewhat easily triggered of late, for the lack of a better term. Any thoughts on that? No need to go into specifics, just don't know if this has anything on an emotional level that might be too much.
I have a specific question about this game I was hoping someone who has played through could answer for me. I understand the game deals with death of several members of a family or something to that effect. I want to know if this ever gets overly depressing? I ask this because whilst I find this game really appealing on many levels, I currently have a very sick father (cancer) and am finding myself somewhat easily triggered of late, for the lack of a better term. Any thoughts on that? No need to go into specifics, just don't know if this has anything on an emotional level that might be too much.
Got this on PC.
Completed the first story (are they in order?) - the little girl.
Was enjoying it until it got weirdchanging into the animals. Now I'm an owl.
Now I'm a shark. Now I'm thinking about exiting to main menu...
Will go back to it though as it's so short.
That's a hard question to answer, because it'll depend on how you resonate with the narrative. Death is a major theme, but the focal point is how people are impacted by death. The deaths range from absurd to tragic, specific to vague, and it definitely pulls on the heart strings on more than one occasion. But it wears death on its sleeve, as a central concept explored without reservation. It's less about "death is really sad", and more "death is sad, and weird, and funny, and tragic, and many things". In particular with how the leaving deal with death.
I found it comforting. This week is the 2nd anniversary of my father's passing. In fact today is his birthday. In a way it kind of helped focus my feelings about dealing with his death, and learning to remember his life not his passing.
I think I understood this (especially the bathtub scene which was depressing but also beautiful? Such a strange juxtaposition) but is there an analysis or synopsis somewhere?
That's a hard question to answer, because it'll depend on how you resonate with the narrative. Death is a major theme, but the focal point is how people are impacted by death. The deaths range from absurd to tragic, specific to vague, and it definitely pulls on the heart strings on more than one occasion. But it wears death on its sleeve, as a central concept explored without reservation. It's less about "death is really sad", and more "death is sad, and weird, and funny, and tragic, and many things". In particular with how the leaving deal with death.
The guys over at The Optional just interviewed Giant Sparrow's creative director, Ian Dallas, about Edith Finch.
https://youtu.be/Ndj12kGBwIQ
On our end, "the switch" happened when the head of the external development team at Sony asked if I could step into his office for a minute. It was one of those meetings that come out of the blue that can go a lot of different ways. And I looked around the room and was like, "why are all these other people joining us for this meeting too. Uh oh."
That was the first time I'd heard talk about Annapurna buying the game from Sony.
In the months leading up to that, a lot of our friends who used to work at Sony had moved over to Annapurna. A lot of those folks had been working with on Edith Finch for several years at that point, so I think they felt like (a) this was a game that would be a really good fit for Annapurna, and (b) they had some confidence that they (and we) could pull it off.
So on our end, the transition was pretty easy. Day-to-day, we're still working with a lot of the same people on the publisher side that we've always been working with. In a way, staying at Sony actually would have been stranger, since we would have had to get used to a whole new set of producers.
Our relationship with Annapurna has been very open and positive, quite similar to the way we used to interact with Sony. It helps that both sides have very similar goals: trying to make something that nobody's ever seen before.
Yes, I'd consider it canon.
Also worth pointing out, since I've seen some confusion about this online: Milton is The King, not the protagonist, in The Unfinished Swan. The protagonist already has his own perfectly serviceable name, Monroe.
I just asked our QA lead and our Annapurna producer and they said we don't have a Platinum trophy because "we were not allowed to."
As a small scale game, Sony's policy is that we should deny our fans the satisfaction of a Platinum trophy. Those are just my words, btw, I think Sony's official documentation phrases it slightly differently.
It's unlikely that we'd be adding anything in the form of DLC etc, but it's not possible. We've joked about doing a "Finch Petz" DLC that explores the lives of several pets in the house. The more we talk about it, the less is starts to feel like a joke.
One of the things we also wanted to do initially in the game was to have guest developers contribute stories. That didn't end up happening, but I could see doing something like that as a fun way to expand the universe a bit and explore our existing family members (or new ones) a bit.
Our next project will probably be focused on animation.
It's something I'm personally very interested in, and a lot of my favorite games (like Ico) and movies (Spirited Away) rely a lot on movement to say things that wouldn't sound the same in any other way.
My own plan is take some time off and take some animation courses to help develop my skills (and eyes) as an animator.
As to what that next game actually ends up looking like, who knows.
I cant get over how
Much i loved this. I was onioning up at the end there. What a wonderful, creative, touching, and consice experience. Congrats to everyone at giant sparrow
So how didandmollyactually die?barbera
Interesting. We got the upcoming Rime, so maybe it could be along those lines, and possibly third person instead of sticking to firstperson?On Giant Sparrow's future:
"Our next project will probably be focused on animation.
It's something I'm personally very interested in, and a lot of my favorite games (like Ico) and movies (Spirited Away) rely a lot on movement to say things that wouldn't sound the same in any other way.
My own plan is take some time off and take some animation courses to help develop my skills (and eyes) as an animator.
As to what that next game actually ends up looking like, who knows."
me, everyday
...
...Also, thoughts on how Molly died? Neglect? Starvation? Did she fall from her window?