
Initially the game calls to mind narrative-driven experiences like Gone Home and Everybody’s Gone to the Rapture, which both involve exploring a recently emptied space to learn about the people who once lived there. Edith describes the home as “a smile with too many teeth.” Its expansions are connected by passageways and hidden rooms, forming the labyrinth through which she must pass. The house is too big to be structurally sound, but its architecture defies logic, let alone gravity. The house cuts an imposing figure, a mansion plucked from a horror movie, expanded with a myriad of rooms, stacked and grafted onto the core, jutting out from odd angles like abnormal growths. The game opens with 17-year-old Edith making her way to the old family home in Washington, her inheritance as the last living Finch. But while Edith Finch may appear, at first, captivated by death, it ultimately is a celebration of life. No matter how a story begins - a playful child on a swing, a young girl searching for a late-night snack - you know things won’t end well. The result is the video game equivalent of a short story collection: a dozen tales, each vastly different from the next, but all connected by the seemingly cursed nature of the Finch name. The game tells the story of a young woman named Edith Finch who is set about learning the history of her family in gruesome fashion - by exploring the stories of how they died. Phone orders min p&p of £1.In What Remains of Edith Finch, something as simple as swinging on a tree can become a tense experience. Free UK p&p over £10, online orders only. To order a copy for £11.04 go to or call 03. Nevermoor by Jessica Townsend is published by Orion (£12.99).
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It’s very firmly the first in a series – readers finish the book with as many questions as they started – but few will be disappointed: there’s still a whole Wundrous world to discover in future books. Add to this clever plotting, irresistibly quirky humour, a truly treacherous villain, and real heart in Morrigan’s quest for courage, hope and identity.
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Spectacular set pieces like the Fright Trial and the Battle of Christmas Eve lend a deliciously cinematic feel to her writing. And what a world it is: from the surreal Hotel Deucalion to giant Magnifi-cats and the Tube-inspired Wunderground transport system, Townsend’s vibrant world-building is what really sets Nevermoor apart. Once the mist rises over Nevermoor’s silver gates, a Wizard of Oz-style technicolor transformation takes place. Morrigan, however, has yet to discover her own.ĭon’t be fooled by the gothic opening chapters. There, Morrigan discovers that she must compete in a series of trials for a place in the prestigious Wundrous Society, pitted against hundreds of children with exceptional talents. Enter the enigmatic Jupiter North, a mysterious benefactor who plots her escape from the murderous Hunt of Smoke and Shadow, whisking Morrigan to the city of Nevermoor. Morrigan Crow, a “strange little girl with black eyes”, is a cursed child, blamed for her town’s every misfortune and doomed to die at midnight on her 11th birthday. Fans of the boy wizard will find much to love here, but Nevermoor has its own charm in spades. Happily, this supremely entertaining adventure deserves the attention. A barrage of hype accompanies this magical debut: a film deal, a storm of foreign editions and Harry Potter comparisons galore.
