Each story is about a different member of the Finch family and every story ends with that family member’s death. The stories are all played from a first-person perspective but the gameplay, the setting and the tone of the stories are all quite different, mirroring the family members themselves. As a player you’ll follow Edith Finch as she explores the history of her family and tries to figure out why she’s the last Finch left alive.
On the surface our new game looks pretty different from our first one. For The Unfinished Swan our goal was to evoke the awe and wonder of classic children’s books. With What Remains of Edith Finch we’re creating an experience that feels like opening a book of short stories and particularly the genre of Weird Fiction. But I think both games have a very similar core: what it feels like to be a child, encountering forces beyond your ability to understand or control.
Thank you to all our fans for being so patient for the last two years! We’re not sure yet when the game will be released but we’re expecting sometime in 2016. It’ll be available exclusively for the PlayStation 4.
Two years after we released The Unfinished Swan on PlayStation 3 it’s now available on two new platforms: PlayStation 4 and the PlayStation Vita!
It’s the same game, just better. The framerate is better (it’s now 60 fps), the resolution is better (it’s now 1080p), and even the music just sounds… better.
And for anyone who bought the game when it came out originally on PlayStation 3, you can download the new versions for free. Thanks to our friends at Sony Santa Monica and Armature Studios for their fantastic work on the new version!
At 2:00 pm PST today, Tuesday October 28th, we’ll be doing a show on Twitch talking about our first game, The Unfinished Swan. You can find the Twitch stream here (or at the bottom of this post).
In addition to Q&A about the game’s development we’ll also look at some of the original prototypes, talk about what’s new for the PS4 and Vita versions that are coming out this week, and do some developer commentary while we play through the first chapter of the game. In the studio we’ll have Ian Dallas (Creative Director), Ben Esposito (Designer), Cory Davis (Artist), and Juli Frankel (the game’s narrator and Ian’s aunt).
October 28, 2014 |
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We’re still working on our new game which still hasn’t been announced yet. So it’s kinda hard to talk about. But for anyone who’s wondering if we’re still alive: yes, we are!
Our team shrunk a bit after we wrapped up The Unfinished Swan but we’ve been growing steadily since then. Here’s a timelapse of our team lunches for 2013 (every Wednesday we all go out to a new place), which shows the team expanding from a core of 3 up to 9 people, which is where we’re at today.
Looking forward to showing off our new game at some point — thanks for being so patient!
February 9, 2014 |
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A few weeks ago at the annual Game Developers Conference I gave a talk on what I learned making The Unfinished Swan. The talk was part of the GDC Education Summit so it’s focused on lessons students and professors would find useful. Though there’s still plenty of behind the scenes info that fans should find interesting or disturbing.
When you make games about evoking a sense of discovery and wonder the publicity part of it is a little tricky. If we don’t say anything then no one knows the game exists, but if we talk about it too much then no one is going to be surprised when they actually play it.
That’s why for our next game we’re going to start talking about it early but in broad strokes. Our last game took us a little over 3 years to make so as you can imagine we’re still in a very early phase on this new one. We’re pretty excited about it though and wanted to share some of that enthusiasm along with a piece of concept art (see above).
Mostly, we just wanted to answer all the fans who have been asking us if we’re working on anything new. The answer is “yes,” by the way. The working title is “Unannounced Giant Sparrow Project” and there’s no release date or platforms announced.
Also, we’re hiring! So if you’re a Game Designer, Art Director, or Producer interested in creating surreal experiences feel free to get in touch. If you’ll be at the Game Developers Conference next week let us know and we can setup an interview.
And thanks, everyone, for your patience — can’t wait to tell you more!