It's been a few years since the untimely death of my baby tortoise, Koopa. I loved that little critter, and was devastated by her death.
It took a while, but time heals all wounds, and I was eventually ready to take on another pet. The fact that I was taking in a pet that I already knew made it a lot easier for me to feel ready. Last summer, I took charge over one of my parents' pet tortoises, named Bubbles. He is the first child of Nipper, a tortoise that I had as a pet since I was about 9 years old. Nipper, sadly, also died a few years ago in another tragic incident, but she still has several surviving children.
Bubbles [RIGHT] is the first child of my childhood pet, Nipper [LEFT].
Bubbles is 14 years old, and was starting to become aggressive and territorial -- and a little incestuous -- with his younger sisters, so we decided that it was best that we separate him. Last summer, we relocated him to my home, and I had to build a large, above ground burrow for him on the side of the house. Koopa's old burrow wasn't big enough, so I had to do a whole new one from scratch.
House-shopping hesitation
I had to build a large, above-ground burrow for Bubbles.
I was hesitant to take him in at the time because my girlfriend and I were also in the process of shopping for a new house. We were starting to outgrow the small, two-bedroom house that I owned, were running out of space to store our stuff, and barely had the space to entertain more than just a handful of guests. We wanted to try to find a place that would give us the space to have large dinner parties and board game parties, and which would provide us with enough space to hopefully expand out family a little bit more. However, we were conflicted about the process. We wanted to try to stay in the same area because our kid was right across the street from one of the better elementary schools in the city, and would also be very close to a good middle school when she gets older. The new build homes that we liked (and which were affordable) were all very far away at the edge of town.
We were about to give up, when we finally found a place that was somewhat close to our old home, put in an offer, and started going through the inspection and escrow process. However, the inspection revealed some annoying defects and some shoddy work that was done by the people who had flipped the house. The sellers were unwilling to make the requested fixes or bring down the asking price, so that home fell through.
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The Finch family is, as we are told, cursed. It's not a spoiler to say that every member of the family dies a tragic, premature death. The family tree in the sketchbook tells you as much at the start of the game.
We play, ostensibly, as 17-year-old Edith Finch, the last surviving member of the Finch family, but also an expecting mother. Her son will carry on the name and legacy of the family. She returns to her childhood home to learn the stories of all her cursed relatives, as she debates internally with whether to share these stories with her son, or to let the past (and its myriad tragedies) fade away and die.
The Finch family is cursed by tragedy.
The house itself, is a whimsical generational home in which each member of the family is given his or her own unique room. As more members of the family are born, new rooms are added onto the house, including a towering structure on the top that makes the house look almost like a castle. After losing both of her sons, Edith's mother began sealing off everyone's rooms so that Edith (and any future children) would not become aware of how the others died. But, each room has alternate ways in and out, including some secret doorways and tunnels.
Despite the whimsical, fantastical nature of the house, everything feels surprisingly real and lived-in. The house is cluttered with the paraphernalia of the family (since they were apparently also hoarders), and each room has a very distinct personality. Even the shared spaces that do not belong to any one individual still exhibit a sense of personality to them. This is a family that takes great pride in their history and the connectedness that they have towards one another.
The Finch home is a whimsical, generational house.
As she learns about these stories, Edith questions whether the family members should know about the stories of their relatives and the supposed curse? Or does that knowledge make tragedy a self-fulfilling prophecy? Should she share these stories with her unborn son, at the risk that the knowledge may cause him to also fall victim to the curse? Or is he cursed either way, and has a right to know it?... [More]
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Tags:What Remains of Edith Finch, Edith Finch, vignette, walking simulator, indie gaming, story, interactive, art, family, generational living, children, history, house, dramatic irony, destiny, fate, self-fulfilling prophecy, curse, surrealism, whimsy, Tim Burton, Gone Home
In my Skyrim review, I pretty much only considered the base game content. But the game does include three paid DLC packs that are fairly hit-or-miss. Instead of making my original review longer and more complicated (it's already long enough), I'll lump all the DLC reviews into this one post.
As a reminder, I am playing the PS3 version of the game, so my review applies specifically to the console version. Many (if not all) of my complaints can probably be relieved on the PC by mods. Sadly, I do not have access to mods...
Table of contents
- Hearthfire adds more meaningless time-sinks
- Stupid vampires create genuine motivation in Dawnguard
- Dragonborn hides worthwhile rewards behind an unmotivated adventure and horde of glitches
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Tags:The Elder Scrolls, The Elder Scrolls V: Skyrim, Skyrim, Bethesda, RPG, action, fantasy, open world, DLC, hearthfire, house, family, pet, dawnguard, vampire, Serana, dragonborn
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