What Remains Of Edith Finch

What Remains Of Edith Finch

game

2017, Puzzle, Adventure

WISE
52%

WISE Score

84%

IGDB

A stunningly beautiful walking simulator where you experience how every member of a cursed family died—yes, including the kids.

Screenwise Verdict

What Remains of Edith Finch is a masterpiece of interactive storytelling that won a BAFTA and belongs in the conversation about games as art. It's also absolutely not for kids.

The game is a collection of death stories—you experience how each family member died, and several of those family members are children. A baby drowns in a bathtub. A kid gets crushed by a swing. A teen falls off a cliff. These aren't just cutscenes you watch; you're actively playing through these moments, which makes them hit differently and harder.

For mature older teens (16+) who are into literary fiction, poetry, or philosophy, this can be genuinely enriching—a meditation on mortality, memory, and meaning that they'll think about for weeks. It's only 2-3 hours long and has zero of the usual gaming nonsense (no grinding, no loot boxes, no toxic chat).

But for younger kids or even middle schoolers? It's either going to be traumatizing or just boring. The gameplay is minimal—you're mostly walking around and experiencing stories. And those stories are unrelentingly sad. There's no levity, no hope, no 'but actually they survived!' twist.

If your teen is drawn to dark, artistic media and you've had conversations about death and mental health, this could be a profound shared experience. But know what you're getting into—this is the video game equivalent of reading 'The Lovely Bones' or watching 'Manchester by the Sea.'

Age Fit

This is for mature 16+ teens who are emotionally ready to process heavy themes about death and can appreciate artistic, literary games. Younger teens and kids will find it either boring, disturbing, or both—even if they claim they can handle it.

WISE Breakdown
Wholesome
45

The game centers entirely on death—every story ends with a family member dying, often in tragic or disturbing ways. While beautifully told, themes include child death, suicide, mental illness, and family trauma. The tone is melancholic and heavy throughout, not emotionally healthy for younger players despite the artistic storytelling.

Imaginative
92

Exceptionally creative storytelling with each family member's tale told through different gameplay mechanics and artistic styles. The narrative structure is original and inventive, exploring life through a first-person perspective that shifts between time periods and perspectives. The game invites curiosity and wonder about how stories can be told interactively.

Safe
38

Multiple depictions of death including child deaths, implied suicide, mental illness, substance abuse references, and disturbing imagery. A baby dies in a bathtub, a child is crushed by a swing, another falls from a cliff—these are not just mentioned but experienced through gameplay. No online features or monetization concerns, but content is emotionally intense and potentially traumatizing for younger players.

Enriching
78

Offers profound meditation on mortality, family legacy, memory, and what it means to live a meaningful life. The varied storytelling techniques demonstrate innovative game design. Builds empathy through experiencing different perspectives and life stories. However, the enrichment is philosophical and mature—more appropriate for older teens grappling with existential questions than younger players.

Parent Info

Why It Might Be Great

  • Genuinely innovative storytelling that shows what video games can do as an artistic medium—each death is told through completely different gameplay mechanics
  • For older teens ready to grapple with mortality, it's a profound meditation on what makes a life meaningful even when it's cut short
  • Short (2-3 hours) and focused—no grind, no filler, just pure narrative experience
  • Zero monetization nonsense, no online toxicity, just a complete artistic vision
  • Can spark deep conversations about family, memory, and how we process grief

What to Watch For

  • This is NOT a family game despite the whimsical art style—you will watch/experience children dying in various ways including drowning and falling
  • Heavy themes of suicide, mental illness, and generational trauma throughout
  • The bathtub scene with the baby is particularly disturbing and has upset many adult players
  • It's a 'walking simulator' with minimal gameplay—you're mostly exploring and experiencing stories, which some kids find boring
  • The melancholic tone is unrelenting; there's no happy ending or comic relief

Conversation Starters

  • "That story really stuck with you, huh? Which family member's life did you find most interesting or sad?"
  • "Do you think the family was actually cursed, or were they just unlucky? What's the difference?"
  • "If you could tell your own life story through a game mechanic like these, what would it be?"
  • "How did experiencing these deaths through gameplay feel different than just reading about them or watching them in a movie?"
  • "What do you think the game is saying about whether short lives can still be meaningful?"

Deep Dive

More than a walking simulator

If you’ve heard the term "walking simulator" used as a pejorative, this is the game people are usually defending. Developed by Giant Sparrow, it sits at the top of the genre because it refuses to let the player just passively observe. While the IGDB score of 83.5 is high, it doesn't quite capture how much this game redefined story-based video games by making the narrative and the controls inseparable.

In most games, you press a button to jump or shoot. Here, you might use the thumbsticks to mimic the motion of a child pumping their legs on a swing or a factory worker mindlessly chopping fish. It’s tactile. By the time the tragedy hits, you aren't just watching a character die; your hands were the ones keeping them moving. That’s the "friction" that makes this game stick in your ribs long after the two-hour runtime is over.

The Lewis Finch masterclass

If you need one reason to let your teen play this, it’s the sequence involving Lewis, a young man working at a cannery. It is arguably the most brilliant piece of interactive storytelling in the last decade.

As the player, your right hand performs the repetitive task of decapitating fish on a conveyor belt, while your left hand navigates a vibrant, growing fantasy world inside Lewis’s head. It perfectly illustrates the concept of dissociation and how we use imagination to escape a soul-crushing reality. It’s the kind of moment that proves story games count as literacy because it communicates a complex psychological state in a way a static page or a film simply cannot.

The Gregory problem

We need to talk about the bathtub. While the verdict mentions it, the reality of playing it is a specific kind of heavy. You play as a baby, Gregory, splashing in a tub. The game turns the environment into a colorful, underwater fantasy with a toy frog. It is whimsical and beautiful until the moment it isn't.

For an adult, this is often the hardest part of the game to stomach. For a teen, it’s a litmus test for emotional maturity. If your kid is the type to "speedrun" games or skip dialogue, they will find this sequence boring or weird. But for a teen who is already exploring how this game uses magical realism to process grief, this scene is the emotional anchor of the entire experience. It isn't "fun," but it is effective.

If your kid liked Firewatch or Life is Strange

This is the natural next step for fans of those titles, but it’s much more literary. There are no dialogue choices here and no branching paths. You are on a rail, heading toward an inevitable conclusion.

If your teen is a reader who gravitates toward authors like Gabriel García Márquez or Ray Bradbury, they will find a lot to love in the Finch house. The architecture of the house itself is a character—a sprawling, nonsensical tower of additions built on top of additions. It’s a physical manifestation of a family that couldn't let go of the past. If they’re looking for a game that feels like a "win," this isn't it. But if they want a game that feels like a memory, this is the gold standard.

Ask Anything

Get a personalized guide on any topic

Related Guides