Dec 11, 2014Gone Home is the story of the Greenbriar family, who have inherited a house while the playable character, Katie, was hiking in Europe for a year. The story revolves around discovering where your family is, which gradually reveals itself as you work your way around the large house. Gone Home utilizes audio journals, ambient noise, and music in order to develop a vibrant atmosphere withinGone Home is the story of the Greenbriar family, who have inherited a house while the playable character, Katie, was hiking in Europe for a year. The story revolves around discovering where your family is, which gradually reveals itself as you work your way around the large house. Gone Home utilizes audio journals, ambient noise, and music in order to develop a vibrant atmosphere within the game. The audio is high quality, and often prompted by certain events within the game, especially in regards to the audio journals and music, which often play at the same time. The game utilizes ambient noise when no other is present, in order to make the game feel confortable to the player. Due to the budget, small team, and time restraints, the graphics in Gone Home are not comparable to most modern, big budget, AAA titles. Instead, the developers chose to use somewhat simple graphics, but amplify their effect by including an astounding amount of detail, specifically in the interactive objects around the house. The graphics are passible, but are by no means excellent. However, they do feel appropriate with the general tone of the game. What allows the game to be so special is the richness of the story, and the potential discoveries the player can make while exploring the house. Although not always expansive, the back-stories behind established characters gradually reveal. The game format allows the player to discover what they want to discover, giving the player the allowance of playing just through the main story, or to dig through every piece of information, to draw a full conclusion in regards to the entire story of the family. When playing through, the gameplay sometimes felt slow, and somewhat boring. This was due to the inability to sprint, or jump. Sprinting/jogging should have been added into the game, but jumping is a somewhat redundant mechanic. Another issue with the gameplay and visuals was the lack of light in certain rooms, which could make it frustrating to turn a light on. Although the game received critical reviews, as a gamer, it is not a good investment. The gameplay is often slow and boring, but is made up for due to its fantastic voice acting and story. The visuals fall somewhere in the middle, as they are neither good nor bad. My score for this game is a 7/10, as I recognize the effort and time that went into completing it.… Expand
Dec 14, 2014Gone Home is an interactive story game that focuses on exploration to progress through the story. The game is played from a first person point of view as you take control of Katie Greenbriar as she returns home from a year abroad and arrives at her new inherited home to find her family isn’t there. Gone Home is based around exploring this mansion and learning about what has happened there.Gone Home is an interactive story game that focuses on exploration to progress through the story. The game is played from a first person point of view as you take control of Katie Greenbriar as she returns home from a year abroad and arrives at her new inherited home to find her family isn’t there. Gone Home is based around exploring this mansion and learning about what has happened there.
Gome Home is an indy game which focuses on telling a compelling story over high action gameplay, large open worlds and incredible graphics. Gone Home is a great example of how less is often more and how the little things matter. An example of this is the setting for the game, which is a large mansion that Katie’s parent’s inherited while Katie was abroad backpacking around Europe and the entirety of the game in played in the house. While the house is large, keeping the entire game in this house allows for smaller details to not be overlooked. Details such as being able to interact with things that don’t have any effect or importance to the story adds to the realism of the house and forces the player to explore the house more extensively, never knowing when they may come across something important.
As for things I didn’t like, my main complaint with the game is the fact that it arguably not a game. In my opinion Gone Home is an interactive story and not so much a game. Your actions in the game only affect the order in which you receive information and how deeply you choose to learn about the characters. There are no consequences, positive or negative, to your actions and outcome of the game is always the same no matter what.
In conclusion Gone Home is an interactive story game that focuses on little details opposed to high action gameplay to tell a compelling story. While I don’t feel Gone Home is a game in the traditional sense, I still enjoyed the experience and those who value a compelling story over graphics and action will enjoy it.… Expand
Dec 15, 2014Gone Home is a first-person game that is set in 1995. The game takes on the role of Kaitlin Greenbriar, who comes home one late night to find an empty house. The game then progresses throughout the house as you find clues left behind to unravel the mystery.
Gone Home is a game that narrates a story through the clues that are found throughout the house. The setting takes place at a lonelyGone Home is a first-person game that is set in 1995. The game takes on the role of Kaitlin Greenbriar, who comes home one late night to find an empty house. The game then progresses throughout the house as you find clues left behind to unravel the mystery.
Gone Home is a game that narrates a story through the clues that are found throughout the house. The setting takes place at a lonely mansion that is very close to the forest. All the items from the house are from 1995, and it certainly creates an aura that feels like it is set in that time. It is also very realistic. All the events that unfold through the story are believable.
I was first introduced to Gone Home through my teacher in class. At first, I thought that the game seemed unusual; telling a story through a game. However, as I started playing the game, it became more interesting. It does not feel like a game, but you can interact with objects, and observe items throughout the house. The controls are simple; even people who are just starting out the gaming path can play it.
There are different settings in the game itself to change the graphics. While the game runs best on the lowest graphic, the quality is very poor. However, while ran on the highest graphic, the quality is amazing and the furniture and items around the house almost look real. The down side is that the game takes longer to load and everything runs much slower. The sounds are very simple, yet also very realistic. It sets the mood of the night and would sound much like how you would be in the house in the middle of the night with no one else home; quiet, spooky, and almost haunting.
I find Gone Home to be boring and dull. Sure, the narrative is good, and the graphics and sound are okay, but the player must pay attention to the deepest details around the house. I, with not much patience to paying attention to the littlest things, did not find every detail that was in the house. Since I was not able to find out all the clues, the ending confused me. It was on my third try playing the game before I finally understood the plot of the story, however I was still missing some major details.
In conclusion, I find the game to have a good narrative story. However, there is a need to connect the dots to unravel what happened in the year that Katy was away from the house. I would recommend this game if you like mystery games and puzzle solving, however I would not recommend it if you are looking for something more exciting.… Expand
Dec 15, 2014This review contains spoilers, click expand to view. The game Gone Home is an interactive story game that is told from the perspective of Kaitlin Greenbriar who has just returned home from a trip around Europe. Upon her arrival at the house she finds that it is deserted and there is an ominous letter left for her from her sister. The ultimate goal of the game is to figure out what’s happened to your family by examining the many different items that can be found in the house.
After you get Sam’s note on the front door of the house you immediately begin assuming that something bad must have happened to your family for them not to be there. After being introduced to all of the members of the family you slowly begin to put together everyone’s stories. I found that the game focused more on the life of Sam then it did on her parents. Although that might have been the intention I felt like it made me disinterested in what her parents were doing. Although I liked the way that the game used different items and documents to get parts of the narrative across I found that it became annoying to constantly be picking up and closely examining every single item in the house to decide whether it was important to the story or not.
I liked the fact that the game was based more on real life and telling a story through interacting with different items within a house. But the game did raise some questions that kind of threw me off even though it’s probably just me nitpicking. First I find it kind of strange that there’s a way you can traverse the house and pick up all the items in a pretty much chronological order. Even though the ultimate path you choose is up to you it just seemed kind of strange that all of the documents that detail the beginning of the family’s experience in the house would all be in one section of the house. I personally think that it would have been more interesting for the items to kind of be more scattered about so that it’s more of a puzzle for the player to put together the entire story.
The second thing that came to mind was “is it just me or is the Greenbriar family made up of a bunch of complete slobs. Seriously there are piles of paper and other items just left about everywhere in the most disorganized fashion. Was recycling not a concept back in 1995 because no one is going to be able to find anything in the casual pile of one thousand post it notes left on a table. In fact some of the things in the house seem to have been lying there for over half a year and no one bothered picking it up. For example Katie got back on the 6th of June 1995 and she discovered a sheet on the ground and a document from around when Sam started school on September 6th 1994. That would be almost ten months that those documents were left lying on the floor. But I guess I could really just drop the nitpicking and call the Greenbriar’s messiness a somewhat arbitrary plot device.
Overall I found the game and it’s concept to be rather interesting. The graphics were pretty good and gave the house some nice detail. Even though I found the ending to take a surprising and somewhat disappointing turn I would recommend that you play the game for yourself to make your own experience in the Greenbriar house.… Expand
Jan 6, 2015Gone Home is a first person seeker video game that is centralized around Katie Greenbrier, a 17-year-old girl. Katie returns to a mansion in Arbor hill, Oregon from a yearlong trip, and discovers a note written to her from her sister, Sam. This note instructs Kaitlin (Katie) not to go looking for answers as to where she is. Curious, Katie steps into the house, after realizing nobody isGone Home is a first person seeker video game that is centralized around Katie Greenbrier, a 17-year-old girl. Katie returns to a mansion in Arbor hill, Oregon from a yearlong trip, and discovers a note written to her from her sister, Sam. This note instructs Kaitlin (Katie) not to go looking for answers as to where she is. Curious, Katie steps into the house, after realizing nobody is home, a series of characters, notes, and hints lead Kaitlin to her answer.
The story of Gone Home mainly focuses on Sam, Janice (Mother), and Terrence (Father). Finding clues about her family allowed Katie to discover more and more about what happened when she was gone. I think this was a very unique and creative way of revealing information and critical plot points throughout the game. Because the game did not just hand you the knowledge, it forced you to start thinking outside the box to uncover more information about other characters. Although some may find this a challenging way to play a game, I found that this strategy made for highly effective gameplay.
One aspect of the game that could have been stronger was the map exploration. . Katie was only permitted outside one time, and that was at the beginning of the game. I discovered that there were multiple missed opportunities to make the map more interesting, but instead there was only just a dead end or a blacked out window. Outside was barely explored throughout the game, which I thought was a big mistake both in terms of the game’s depth or intrigue and game time. While playing, I found that every room was becoming more and more predictable, where we would find the lights out, maybe one or two scraps of paper, and an unopened pizza box. Adding outside parameters of the house would have made the gameplay more intriguing and less predictable. In addition, adding the outdoor aspect would have added to the game time, which I found too short.
The sound in the game was brilliantly done. If the intention was to feel like you were actually in the house yourself, then they succeeded and beyond. While playing the game I felt entrenched in this house, and that I genuinely had no clue where my family was. Every creaky door, rustled piece of paper, and opened safe noise enhanced this game immensely.
I enjoyed playing this game a lot. It was packed full of information, clues and secret passages. Every twist and turn in the plot kept me on the edge of my seat. I would highly recommend this game.… Expand
Jul 10, 2015Gone Home presents a clear divide between gamers on it being a piece of art that represents the best of video games, while being rectified for being too much of an interactive novel. Gone Home achieves neither of these, but instead carves out a unique identity of its own, catered to the most patient and open of gamers who are willing to look past a few design flaws. You play as KatieGone Home presents a clear divide between gamers on it being a piece of art that represents the best of video games, while being rectified for being too much of an interactive novel. Gone Home achieves neither of these, but instead carves out a unique identity of its own, catered to the most patient and open of gamers who are willing to look past a few design flaws. You play as Katie Greenbriar an older sister who returns from her round trip around Europe back to her home in Boston to find the house completely empty. The sole mechanics of this game include walking and picking up items to inspect them. Each item is terribly mundane, but it adds charm to a setting in the 90s where Street Fighter 2 was still a thing. Gone Home really makes you feel lonely and exploring the ridiculously large house uncovering the story of your absent sister is pleasing, despite the only real piece of story bits coming from Sam's voiceovers. Her story that unfolds is beautiful and captivating, but I can't shake the feeling that this was charged for 20 dollars. It's a clear experience, but I feel it would have been more powerful if you had more interactivity with how you went about, but what's there is serviceable to the plot. It's interesting to explore the Greenbriar's residence, but the experience is over before you can say "lesbians". It's captivating, but the feeling is fleeting.… Expand
Jun 8, 2015Gone Home is an interactive story where you play as Kaitlin, a girl who comes back from Europe to visit her family and her childhood home, only to find that her parents and sister Samantha are gone. The rest of the game is spent trying to piece together clues about where your sister is. You find, I forget, but I think it is 7 notes throughout the game. These 7 notes are the things thatGone Home is an interactive story where you play as Kaitlin, a girl who comes back from Europe to visit her family and her childhood home, only to find that her parents and sister Samantha are gone. The rest of the game is spent trying to piece together clues about where your sister is. You find, I forget, but I think it is 7 notes throughout the game. These 7 notes are the things that progress the story. Each note tells a different part of Sam's life. The game has very good atmosphere, it's not a horror game, but it has almost a creepy atmosphere. It's made on the Amnesia engine, so that probably has something to do with it. A lot of log hallways and big rooms with very dim lighting.
What this game does very well, better than virtually all game out there, is environmental storytelling. The only character in the game is you, and there is no other dialogue with any other character. The story moves along as you find clues. As you find more and more clues, you really get a good feel for the world that you are in. Games do not do this enough.
However, GH's biggest problem is that environmental storytelling is ALL that it does. In a story driven game character interactions are very important because it can give the characters more dimensions. All of the characters are very one dimensional. You don't ever go into any depth to find out the motivations or the facets of their characters. This is why you can't build a game around environmental storytelling. Environmental storytelling paired with dialogue can turn one dimensional characters into three dimensional characters. If the game allowed you to talk to Sam, your parents, or Lonnie, it could give you better insight into the personalities of each of them, allowing for a stronger story.… Expand