A few years ago, Giant Sparrow made a whimsical little game called The Unfinished Swan, which I (and many others) loved. A couple years later, they revealed their new project: a decidedly darker experience titled What Remains of Edith Finch. We’re nearing Edith’s release on PS4 (April 25 as part of the excellent Play Collective lineup), so I jumped at the opportunity to play a short section of the game and talk to its creative director, Ian Dallas.
As you may have seen, earlier this week we debuted a new trailer for What Remains of Edith Finch, a new PS4-exclusive adventure from the same team that brought you the enigmatic The Unfinished Swan on PS3.
We announced our new game, What Remains of Edith Finch, at Sony’s PSX event last December but haven’t said much about it since. It’s come a long way in the last 6 months and we’re finally at a point where we’re ready to start talking about (and showing!) more of it.
That brings us to our next game, What Remains of Edith Finch, which we’ve just announced. I think a lot of people are going to assume it’s a horror game too. This time around they’re a bit closer.
If you didn’t pick-up the silver paintbrush two years ago and discover the enchanting and mysterious world of The Unfinished Swan, a great journey awaits you on Tuesday, Oct 28th when it arrives on PS4 for $14.99.
This week, two beautiful games are going on sale together. Journey and The Unfinished Swan are both moving, deeply personal experiences. They evoke wonder and mystery, and chart new territory in the world of games. Together, they are amazing examples of what makes the PlayStation experience so special, and starting this week, you’ll be able to play them both for yourselves for one great price.
The Unfinished Swan is now finished and I think it’s a pretty amazing game. You probably shouldn’t take my word for it though.
See, making a game is like having a baby. You put a lot of yourself into it, there’s a mad scramble to push it out at the end, and once it’s out there’s no way you can ever be objective about it. So I’m not the best judge of whether this game is any good.
What I can say though is that it’s definitely the game we wanted to make.
We set out to create a game about a sense of wonder, about what it feels like to discover astonishing new things. We wanted to create an experience where as soon as players started getting the hang of something the game would shift and they’d be on to something new. I’m still surprised we managed to pull it off because making a game like that is crazy.
Like a lot of folks, I first saw the tech demo for The Unfinished Swan when it made the rounds online in 2008. The idea stuck in the back of my head but it wasn’t until later when Giant Sparrow put up a job posting that I decided: I had to make that game. I had just graduated from college without much professional experience, so I did what I do best and made a game for them. You can check it out here if you’d like. The video cuts off because the end of the game says “Call me” and has my phone number on it. It got the attention of the Giant Sparrow team, and I ended up flying out to Los Angeles to work on the game. I was elated and a little shocked, but I came to learn that at Giant Sparrow, the player experience always comes first – and my little game was designed to create a very specific experience. Now, in October 2012, The Unfinished Swan is out in the wild (well, to PlayStation Plus members) and we’re proud that we were able to make a truly experiential game.
Would you be willing to answer a few brief questions about PlayStation.Blog?