Death is omnipresent in games, but they mostly don’t like to acknowledge that. Dying in games is just a way of keeping score, a nice easily understandable failure state, something to be avoided, not experienced. In life, death is omnipresent in a different way – not as an obstacle, threatening and concrete, a risk to be managed – but as a patient specter, a cold and solid certainty. Wherever we decide to go in our wild lives, we can be certain of finding at least one thing at the end: The End.

Last night I played What Remains of Edith Finch, a first person narrative around the same length as a feature film, wherein we explore the tragic history of Edith Finch’s possibly cursed family, of which she is the sole surviving member. As you explore her weird convoluted family home, you find documents and artifacts showing how each family member died – and, more often than not, experience their final moments from their perspective. Or some version of their final moments, from some version of their perspective: Who knows? The knowledge of what part of these stories was true has passed from the world long before we got there. Much is unknowable, and the stories are as much family mythology as family history.

This game is charmingly surreal and macabre, which I had expected, but also left me with a piercing sorrow, which I had not. It’s a sensation that I never get from games; it’s a sensation I rarely get from art of any sort. It’s the sensation of death as we know death to be but prefer not to acknowledge, something which we inherited at birth and will pass on to any descendants we may have, the sensation of every joy we have being borrowed against a future sorrow. I think what makes the difference in how mortality feels in Edith Finch is that every character we play as is, we know from the start, doomed. We are them, and we are about to die, and we have no choice but to step closer and closer to that destiny – and this may be a fairy tail retelling, but we’re all taking steps towards our own far less whimsical doom. Building up a mythology of our own deaths is perhaps the only sane way to keep moving forward – though it’s not like we have a choice. We’re all on the train track, all on the conveyor belt, and there’s only one way to go from here, whether we want to go or don’t.

Death that feels anything like real death is for the most part scrupulously scrubbed out of video games. I got a whiff of it from The Walking Dead, Season 1, particularly near the end, where the stakes and sacrifices became more clear. There were the barest remnants of it in the famous post-nuke death scene in Call of Duty 4, though the developers tried to strip out, as they always do, any sense of actual death, any sense of the friends and family left behind, dreams left unfulfilled. The realities of death are largely incompatible with enjoying war on a conceptual level. This is how we relate to death in art, usually: The dying are plot devices, not people. Dying Person is a role that requires an unfortunate to play it, a character written to be a heroic sacrifice or the hapless victim, to show the act of violence rather than its consequences. We care more about killers than die-ers, usually.

What Remains of Edith Finch made me uncomfortable in a way I usually forget I can feel, in a way I usually put away in a drawer for later to forget about. It’s a sensation I mostly only get from dreams nowadays, dreams of death and of loss. A shard of ice buried under the chest and over the belly, and difficult to forget once remembered. It pierces the lungs, makes us breathless, and an ancient yell or groan bubbles up, a word born before language. I want to yell for things lost that will never be found again once they’re gone, even though they are not yet lost. I want to yell to expel the cold I already feel setting in. I want to yell to reject how comfortable the cold is, a welcoming linen pillow or a slab of stone, what dreams may come.

We were built around this yell. Someday every artifice and edifice will slough away. Under hot soft flesh is cold hard bone. We might fly, for a while, but we cannot escape gravity. There is nothing to be done, except to live a life of love and pride and happiness.

It is difficult.

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