What Remains of Edith Finch: ‘stories as affecting as any in the higher arts’. Photograph: Annapurna Interactive
What Remains of Edith Finch: ‘stories as affecting as any in the higher arts’. Photograph: Annapurna Interactive
The Legend of Zelda: Breath of the Wild: ‘a sweet wind of change’. Photograph: Nintendo
David O’Reilly’s Everything, released earlier this year, encourages empathy with other living creatures in the simplest way imaginable: offering you the chance to embody a moose, a rabbit, a cockroach, a raspberry, a pebble, a tuba, a star, through the spectral act of possession. You emerge, hours later, feeling a little closer, not only to fellow man, but also to fellow matter.
At the other end of the scale, Playerunknown’s Battlegrounds (abbreviated to the preposterous, unpronounceable PUBG) shows the cruelty and duplicitousness of our species, by dropping 100 people on to an abandoned island and letting them fight it out using whatever weapons they find there, until only one person remains. Yes indeed: video games reflect humanity’s appetite for competition as much as cooperation.
What a year, meanwhile, for Nintendo, a company that belligerently plots the opposite course to its competitors, to outcomes that can be as damaging as they are profitable. This year the gamble paid off, bookended by two of the finest works of escapism yet devised: The Legend of Zelda: Breath of the Wildand Super Mario Odyssey. Neither game says much about the current world (although, extraordinarily, the latter briefly hops to New York City) but each deliciously provides a refuge from which even the most beleaguered soul will surely emerge newly ready to fight.