[Game: What Remains of Edith Finch, Giant Sparrow, 2017]
Dissecting Finches:

A Critical Analysis of the Mechanics of the Unique Artistic Game What Remains of Edith Finch

 

Introduction:

This is a critical look at the mechanics of What Remains of Edith Finch. Now, probably, if you have only passing familiarity with the award-winning game in question, to that sentiment you respond: “Isn’t it just a walking simulator? Is this just going to be an article complaining about the game’s genre? Wouldn’t it make more sense to discuss the story?” And the short answer to all three of those questions is just, “No.”

In more detail, my answers are:

First, while the frame narrative of What Remains does indeed bear the trappings of the projects that are (usually derisively) called ‘walking sims,’ much of the substance of the game lies in a series of levels or minigames that pair with subplots of the story. It plays out like an anthology of tiny games. And it’s mostly the gameplay within those minigames that I want to discuss here.

Second, even if the frame narrative was all there is, I have no particular issue with the concept of so-called ‘walking sims.’ They’re done no particular favor by being categorized as ‘games’ . . . but in the wider world of interactive art, it’s natural that something came along to fill the gap between, on the one hand, audiobooks, fiction podcasts, and linear visual novels, and, on the other hand, narrative-heavy games with minor puzzle gameplay like Finding Paradise, Oneshot, and Firewatch.

And third, to say that it makes more sense to discuss the story than the gameplay is to imply that there is a sharp dividing line between those two things. I deny that there is such a divide. I believe What Remains of Edith Finch does a great job of interweaving gameplay and narrative—so great sometimes that there are segments of this game that I consider to be among the tiny-but-growing list of instances of games reaching the level of artistic excellence that is routinely found in older forms of art. But unfortunately, such moments (which I would not hesitate to say are brilliant), are in the minority within the game. And that’s true despite the writing of the game being truly solid and high-quality from start to finish. So that’s what I want to talk about now.

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[Game: What Remains of Edith Finch, Giant Sparrow, 2017]
Dissecting Finches:

A Critical Analysis of the Mechanics of the Unique Artistic Game What Remains of Edith Finch

was last modified: March 1st, 2023 by Daniel Podgorski

[Game: Enter the Gungeon, Dodge Roll, 2016]
Center the Gungeon:

Achievements as a Desirable Compromise Solution for Completing Games like Enter the Gungeon

 

Introduction:

In this article, I will explain a potentially unintuitive belief that I hold about a specific style of games: that the best possible experience of playing roguelikes and derivatives of roguelikes is usually attained by pursuing 100% achievement completion as the primary end goal of the game. My test case for this purpose will be Dodge Roll’s highly polished and mechanically satisfying top-down shooter Enter the Gungeon.

Like so many of its peers in the increasingly-loosely-defined genre it at least partially shares with notables like Rogue, Spelunky, and FTLGungeon is a game that is played by repeatedly attempting to win difficult randomization-heavy play sessions averaging less than an hour each, where dying means a total end to that playthrough; to continue playing, a newly-randomized session must begin from the very start.

And why do I think that pursuing achievements (or trophies, or badges, or whatever you want to call them) offers the best way of engaging with Enter the Gungeon and other games in this style? Simply, because doing so offers a balanced, varied, thorough, satisfying compromise between two inferior extremes.

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[Game: Enter the Gungeon, Dodge Roll, 2016]
Center the Gungeon:

Achievements as a Desirable Compromise Solution for Completing Games like Enter the Gungeon

was last modified: February 27th, 2023 by Daniel Podgorski

[Game: Super Meat Boy Forever, Team Meat, 2020]
Bandage Man:

In Defense of Super Meat Boy Forever, the Unjustly Hated Sequel to an Indie Platforming Legend

 

Introduction:

Super Meat Boy is one of the greatest 2D platformers of all time, and it is rightly renowned for having some of the best level design in the entire genre. Its follow-up is an auto-runner with randomized levels, sporting both a genre and a limited control scheme that seem targeted toward mobile gaming. The original creator of the title character, Edmund McMillen, who acted as artist and codesigner on SMB, was completely uninvolved in the development of the newer game. The musician Danny Baranowsky, who provided the iconic original soundtrack for Super Meat Boy, was also absent from the development of the new title due to parting ways with Team Meat after some kind of dispute in the intervening years. And for the first year that it was available, the new title was distributed on PC solely through a controversial platform: the exclusivity-favoring, light-on-features Epic Games Store.

These facts about Super Meat Boy Forever are by now well-established reasons that many players have bounced off of, negatively reviewed, or (more commonly) simply avoided the game. And seeing as I am a big fan of Super Meat Boy, and not in general a fan of most mobile games, you may suspect that I would agree with those unhappy and dismissive appraisals.

But get this: I don’t.

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[Game: Super Meat Boy Forever, Team Meat, 2020]
Bandage Man:

In Defense of Super Meat Boy Forever, the Unjustly Hated Sequel to an Indie Platforming Legend

was last modified: October 24th, 2024 by Daniel Podgorski

[Game: Flywrench, Messhof, 2015]
Color-coded Careening:

On the Ingenious Design of Messhof’s High-speed Pared-down Platformer Flywrench

 

Introduction:

Mark Essen, under the pseudonym and eventual team name Messhof, rose to prominence as an indie developer through the breakout success of his simplistic multiplayer swordfighting game Nidhogg in 2014. But within the burgeoning indie scene of the late 2000s and early 2010s, he had already been known as the developer of, among other things, a free 2007 release called Flywrench. Evidence of this indie community fame can be found in the 2010 game Super Meat Boy, which includes the ship from Flywrench as a playable character. By that reasoning, Flywrench should be at least as well-known as BIT.TRIP RUNNER.

But it would be another five years before Messhof would put the finishing touches on the full and final release version of Flywrench, which became available in 2015. This is a somewhat unfortunate fact, as by 2015 the indie scene had grown massively (not least of all with platformers). And so the game launched to relatively few sales and relatively little fanfare. Thus, one of the early notable titles of indie platforming, which with slightly faster development could have been remembered alongside Super Meat Boy, VVVVVV, Limbo, Fez, Braid, Spelunky, and Cave Story as one of the forerunners of the explosion in indie games in general and indie platformers in particular, has in its final form been more-or-less lost within that very explosion.

In this article, I hope to help fix the timeline—by highlighting how Flywrench remains today, even among the countless competing options now available, a truly original, unique, and enjoyable game.

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[Game: Flywrench, Messhof, 2015]
Color-coded Careening:

On the Ingenious Design of Messhof’s High-speed Pared-down Platformer Flywrench

was last modified: November 17th, 2021 by Daniel Podgorski

[Game: The Beginner’s Guide, Everything Unlimited Ltd., 2015]
The Intermediate’s Guide:

A Critique of the Repeatedly Self-destructive Metafictional Story of The Beginner’s Guide

Introduction:

The Beginner’s Guide is a peculiar project. In a nutshell, it’s a collection of small games and game concepts by a developer known as Coda, with an accompanying narration from the collection’s curator Davey Wreden. It has higher aspirations than merely being an anthology, however, as the voiceover presents a story about the narrator’s relationship to both the games being presented and the developer of those games.

This metanarrative touches on several worthwhile topics, including the interpretation of games (and art generally), the potential satisfaction or dissatisfaction of game development (and creativity generally), and what any art object may or may not be able to say about the creator of that art object. Along these lines, The Beginner’s Guide is deserving of some praise. It dares to push the envelope of what a game can be, and it does so in an experimental way that has proved fruitful in other media, especially in the past 200 years of literature and across most of the history of film.

But along essentially the same lines, the game is worthy of criticism as well. I have no way of expressing even the heading under which that criticism falls, however, without spoiling or even potentially ruining the experience of the game. So I’ll just spit out my usual warning, and then we’ll dig in: the nature of this article is such that it requires spoiling the plot of The Beginner’s Guide, so you should only continue reading after this paragraph if you either do not mind spoilers or you have already played the game.

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[Game: The Beginner’s Guide, Everything Unlimited Ltd., 2015]
The Intermediate’s Guide:

A Critique of the Repeatedly Self-destructive Metafictional Story of The Beginner’s Guide

was last modified: January 13th, 2025 by Daniel Podgorski