Dec 30, 2013The gameplay consists of nothing more than picking up and reading items while a narrative tells a story a trite, clichéd story that's ending leaves the player flat with the all too familiar, "That's it?" reaction. It's worth a once-through if you get it for under $5 on a Steam sale, but nothing more. The "professional" critics are doing gamers a disservice on this one with their 9s and 10s and GOTY recommendations.… Expand
Nov 16, 2013I'm sorry, but Walking Simulator 2014 (Gone Home) should not be sold. What you get for 20 bucks is a 2 hour game at the most, with a boring story.. The gameplay is non-existent, so if you wanted a game, you'll be disappointed. There really is no appeal to this game, and no one should be buying this. There are adventure games out there that give more story and interactivity. Play them.
Nov 17, 2013When I played this I was scared. I know there, well I don't think there is any ghosts but I was scared. Like really really scared. The games gameplay is scary/creepy and the graphics look cartoony. I only got to the boy or girls bedroom I was confused on who sleeps there but does it matter?
-Bit too dark
Dec 8, 2013Gone home has a very short story but it doesn't mean that the it isn't good, in the game you just have to go through the story without trouble there isn't guns or something like that, Gone Home is boring sometimes it hasn't amazing graphics, just some persons will like this game, but if story is just what you are looking for in a game you will enjoy it.
Dec 27, 2013I don't often write reviews, but this game asks for one due to the huge discrepency in scores between users and reviewers and I do not see one review so far that gives this game justice while being on the side of the consumers. First, to give you an idea of the kind of gamer I am, I will always applaud ingenuity, immersion and accessibility. Hence why my favourite games are the Batman and Bioshock games which blend a great story with dynamic gameplay while I feel games like The Last of Us and Witcher 2 have major gameplay issues that take away the enjoyment of the story creating dissonance. The Last of Us mixes in very frustrating combat and stealth sections with odd autosave points that hindered my experience and enjoyment of the story which is clear the dev team really cared for.
So knowing my taste and point of view, I hope you understand how I found Gone Home to be a geat game. You see, like the Last of Us, the developers were definitely more story focused, but where the Last of Us will throw a frustrating fighting or stealth sequence, there is none of that in Gone Home. There is no fighting, or running, or any kind of action in Gone Home, where all that happens is you uncovering what just happened in a house by rummaging around. Some people don't call that a game but in a world where The Walking Dead, The Stanley Parable and Journey exist as games, I find it safe to say that it is still very much a game, fitting in a similar category as those other ones. Very light on gameplay, but story focused.
Like all games, you are still the star of the show, you still control the character, and you still take part of a story. And this story is that of a woman returning to her family in a new house they settled into while you were away.
Now, as I said before, I like ingenuity in storytelling and when developers try to have as little dissonance between gameplay and story. The story is about exploring your family's house searching for the whereabouts of your sister when no one is home. BUT the game has a linear story which ends and must last at least an hour. I love how the developers solved any dissonance.
It's an old house, known for it's mysterious past, which your family recently moved into and which you have never seen before. This gives the reason for why both the character and the player would search all over the place and not know the layout right away. This also explains hidden compartments or pasageways you may find. Locked doors help the progression and the order the story is presented to you. And uncovering why you are all alone in this house is one of your main objectives.
So as a point and click game about exploring a house, and using this mechanic to tell a good story, it's perfectly fine. It even manages to be poingnant and I admit I was very very worried of what I would find up in the attic (I had not felt this kind of worry in a game in a while). You can also add the great sound design and atmosphere showing just how scary it may be to be alone in a house you have never been to. It's also a game both men and women would enjoy just as much. However, it being such a short game with litle gameplay, a 20$ price is asking a lot. And this is where the discrepancy between critic and user scores comes from. Critics did not have to spend this money, so all they see is the positive stuff I wrote above, if they did, you can bet this would not get the same scores. The reason it costs so much is because by having this be a PC game and not a downloadable title on XBLA, the developers where looking at Steam for distribution and were looking at how much it would sell for on a steam sale which is when most units are sold. Thus, the actual sale price is between 4.99-9.99 which makes far more sense. This is simply a business decision and knowing this, I would encourage you to do as the developers foresaw and buy this game only when it falls between that price point. Or you can wait for it to go on the humble bundle in a year, its up to you. Whatever you choose though, I encourage you to play this game. Especially if you grew up in the 90s.… Expand
Mar 2, 2014This review contains spoilers, click expand to view. Oh splendid, I pay 20 dollars to play an one hour gameplay time, with the easiest puzzles ever and with a terrible story. Ok, it's an indie game, I give lots of support for indie developers, but really, 20 dollars. The gameplay, it's boring and have nothing out of the ordinary, it's just you all the time collecting papers that reveal the story, and worst, there is no obstacle, nothing that prevent you from achieving to the end of the game. And the ending is just stupid, you play it all just to know that your sister is a lesbian, wow.… Expand
Nov 27, 2013First off, I just wanted to say I tried this game because I love non-conventional games with a great story. I knew that Emily Carrol's wife worked a lot of this game. I love Emily Carrol's stories, and have read a bit of what her wife wrote and really enjoyed it. I thought I would really enjoy this, especially since it's got some high praising reviews. And there were some really good qualities to this game, such as the graphics, and the voice acting.
Here are a few things I wish I had known. First, the main storyline is LGBT based, geared towards seeking understanding from those who are straight. I am guessing this is why it got so many positive reviews (if you hate LGBT propaganda, people assume you're a narrow-minded, homophobic bigot). But it was so focused on the lesbian aspect of it, that it detracted with what might've been an incredible story. I mean, if you were to replace the lesbian couple with a straight one, the story would've been a dull, overly dramatic teenage love story (think Twilight). As for the story itself, there is wonderful voice acting with a lot of emotion (Twilight itself was very well written, in my opinion. But the story, and practically everything else about it sucked). The story was just too predictable. I was hoping for quite a bit more. I mean, it started off pretty fantastic. The lights flicker in the home, there are secret passages and corridors and there are few hints to a haunting, which make it very eerie in the beginning. You hear a lot about the rest of the family, such as a deceased uncle who used to own the place. But none of that is explained, or seems to be anything but an incomplete side story to the lesbian action.
The story is so predictable, I didn't expect it. And gosh, can I say it again, it is TOO teenage-lesbian-love focused!!!!! I mean, the one thing that did turn me for a loop was wandering into a bathroom and finding splotches of blood on the bathtub. Is this ever explained? Nooo... I'm trying not to include any spoilers, but there is no record of anyone bleeding in a tub!!! There are also eerie moments, where there are creeks here and there, and the attic looks downright horrifying with the red lights signaling that the dark room is in use. Throughout the whole story, you're expecting some tragedy and deeper plot. I mean, you're searching your new home for a trace as to where your parents and sister have gone. Turns out, your parents have left for a perfectly reasonable and well needed "break" to help sort things out.
Here is what you discover about your sister. She's 16-17, moves into a new neighborhood with a new school. She is dealing with teenage emotion, and feels like everybody hates her, and her parents don't understand what she's going through (again, Twilight, anyone?). She falls in love with (not a vampire) a lesbian, they have sex, lie to their parents, write love letters, lead some teenage anarchy rebellion protest at school that gets them suspended, she tells her parents (they just don't understand!), tragically their lives go separate ways (she gets accepted into a college writing program, and her lover joins the army), after a few days apart they realize they just can't live without each other and decide to run away. It was an awful story. If it was a straight boy and a girl, it would be awful. But apparently because it's got LGBT in it, that makes it good? I don't think so. I want any LGBT out there to know that while I don't understand all that you go through, I think many of you are wonderful people and I wish more people could see past that. However, I think there are better ways to reach understanding and acceptance. I didn't want a game focused on it. I don't think it leads to greater understanding to focus on it in a teenage, mushy, sexually hyper story. I mean, everyone knows what it's like to fall in love for the first time as a teenager. You're obsessive, your hormones are raging, and unless your careful you do stupid things. I didn't feel that way at the time, but I am so grateful I had parents who knocked some sense into me, and would "tread upon my rights as a human being" to keep me from being an idiot. I also have to attribute some of this to the saving grace of God. As an older brother I would hands down be furious if my teenage sister lied to our parents, had sexual relations with anyone at all, threw out her future and then ran away! We've all felt like our parents were restricting us, telling us what to do, who didn't understand the power of love, who were upset and in shock because they didn't understand (gay or not)... it makes for a bad story, albeit one we can relate to.
1 star for Emily Carrol's wife. You both do great work. I loved the graphics! I love the emotion. But still the story and game play was sub par. I know you can do better.… Expand
Nov 27, 2013Slow-paced, exploration-heavy adventure games are among my absolute favorite, so I was positively thrilled during the first half or so of Gone Home. It sports decent graphics, terrific atmosphere, great voice acting, and a sleek, totally immersive interface that lets you examine almost every object. Add a deserted old house that you're free to explore at your leisure, a creepy subplot involving the previous owner, and we're all set for great adventure!
If only. After an hour or so, I noticed that not much had happened in the way of actual gameplay. Reading notes and documents had been so entertaining, I didn't mind much. But then I started getting the sinking feeling that the game had no intention of delivering on its promises. It wasn't developing into a fully fledged adventure (the inclusion of a limited inventory with completely useless "items" notwithstanding) as I had hoped. Instead, it was morphing into something else.
In a nutshell, the game is an ambush. It is arguably not a game at all. It is, shockingly, a political piece, as carefully and deliberately conceived as it is blatant and ultimately inept. I cannot offer more details without spoiling things, so let's just say that the game's "story" starts veering into "young adult" fantasy territory and it just doesn't let up, right up to the laughable and cringe-worthy finale. Look for no twist, redemption or arc here this is as stereotypical as it gets. In spite of the short length and the overused "lost journal" device, the game even finds the time to take a couple of potshots against a few organizations and institutions; I'll let you guess what its predictable targets are. It's simply hard to believe. Frustratingly, the aspects that COULD have worked beautifully are quickly tossed aside so as not to distract from the main payload.
This is the game's death knell: I'm all for sacrificing gameplay in favor of a compelling story. But Gone Home has neither. You keep waiting for the game to start, and by the time you realize where this is going you've long grown tired of checking every item and opening every panel in search of the next scrap of paper.
As for the story, the designers' agenda permeates the proceedings so thoroughly that you'll likely to be pinned as something or other if you find any fault with it. I may applaud the designers for trying, and for having their heart in the right place, but this is clearly not the way to go. The proof is in the pudding: replace the (non) novelty aspect of the story (i.e., its main gimmick, the one that keeps hitting you over the head) by a more "classical" take, and I have little doubt that you'd be seeing very different ratings from most critics. The last image after the credits is actually enlightening; it tells you that the designers really believe all the trite pap their characters are forced to spout, write and do, with nary a hint of humor or self awareness.
Bottom line: Gone Home feels like a prototype of an adventure/horror game, temporarily populated with a token teenage story and little more. It is, in fact, a very nice prototype. I enjoyed its best bits, but the overall package is a huge disappointment, and in many ways an outright cheat.… Expand
Nov 28, 2013One could argue whether Gone home is a game or not, due to there being almost no meaningful interaction, but that is beside the point. It is a exploration into a rather "mundane" subject matter: love. If you like other interactive stories like Dear Esther, read no further and try the game. If you aren't sure, please continue.
The story: You just got home from a year long trip through Europe. From the start you understand that your sister has left the house on very short notice and for some reason your parents aren't home either. It is up to you to find out why. As you explore the house you get to look into the personal lives your family in the hopes of understanding what happened.
What I think: It is an on rails experience, but the story is told with so much nuance that it kept me going forward. All the while I was thinking: God I hope Sam (the sister) hasn't done anything really really stupid almost right until the end. There are a couple really easy puzzles that require to look for extra clues. The beauty of the game comes out of the attention to detail the house has received. It actually feels like a house (messy) people live in and the clues that are littered everywhere. If you take your time you can really piece together what kind of people your parents and sister are and start to empathize with them. I also feel the game shouldn't have lasted much longer than it did, because it might start getting boring if it did.
Although nothing revolutionary, I recommend gone home to everyone with some patience and a sense of wonder.… Expand
Nov 28, 2013First of all, this is not a game. Just a beautiful love story about blah-blah-blah... There are some things that make a game playable. Not a single one in that story, i prefer to call it "a story". If you're looking for something to spend a few hours without any challenges for your brain, this is a perfect choice. They told us there are many mysteries and things to investigate and explore. Well, the only one secret still remains unsolved, why did i buy that?… Expand
Nov 29, 2013Guess what? This is not a video game in the traditional sense. But why does that have to be a bad thing? There are so many 0 reviews because it's "not even a game". Personally, I judge "games" on they experience they provide. And Gone Home provided one of the best experiences I've ever had with a "game". The story is so well written and engrossing,t he art and music are just beautiful, and the interactive story in and of itself is just...phenomenal.
If you don't like this game because the story doesn't appeal to you, fine.
If you don't like it because interactive stories aren't your thing, fine.
But if you don't like it because it's not game, go back to call of duty. We don't want you here.… Expand
Nov 30, 2013Not a traditional game, but good atmosphere, and good story telling. If you're looking for action or difficult puzzles, don't pick this up. If you like exploring, piecing the story together, and enjoy personal stories, definitely pick it up. Took me around 2 hours to finish.
Dec 1, 2013This game was captivating. I sat down and started playing, and before I knew it, the game was over and it was two hours later. The story was so engaging, and the sheer amount of content was amazing. I loved that I just kept finding little things, and that every single part of the house held more clues to the mystery.
Dec 1, 2013Great atmosphere, great premise...but turned into wasted potential. The story builds you up over the very brief hour or so of gameplay and drops you with only some of the details of the side plot, which was quite honestly the plot that pulled me in, and a fairly lackluster ending to the main plot. The graphics are enough to get by, but really leave you wanting. I honestly thought this may have bee built on the half life 2 engine when first seeing it. This team worked on AAA productions before forming their studio. That they would allow themselves to make something of this quality was really a let down. All in all, the buildup is exciting, but the letdown of the lost side plot and $20 price tag left a horrific taste in my mouth.… Expand
Dec 1, 2013This is not a game. This is a scam for money. The programming is so crappy you could glitch the game and finish it in a matter 60 seconds.
The critics here are liars, they are paid to the bones to make this game look good. Please steer clear and save the video game industry by not touching anything like this.
Dec 2, 2013A fresh and incredibly immersive experience.
From what began as a mod for Amnesia, Gone Home has achieved an honest identity of its own. Despite not being a fully rounded game, and at times reminding you that it is clearly still at the mod level, Gone Home manages to achieve what the majority of games can only dream of.
Set in 1995 you discover scraps of information through lone exploration in the form of notes, invoices and voice acted excerpts from a journal to piece together the lives of a family which feel altogether believable. The level of exploration, however, is up to you and although the story can be completed in around 90 minutes the more time you commit to experiencing this world the greater your reward.
The audio work is what really ensures Gone Home is comfortably seated in a league above where it would otherwise be. The quality of the voice acting is astounding. The performances create characters that you truly care for and, perhaps more importantly, believe, and at a production level which you would normally only expect from AAA titles (and not many).
Gone Home is a solid exploration experience nodding to a long buried genre which will pull you to the edge of your seat and let you fall into a pit of nostalgic bliss.… Expand
Dec 2, 2013I liked this game for the most part. It makes you piece together the story yourself, through searching your house and discovering clues as to where your sister and parents have gone. It's a form of storytelling that I think should be in more games. I thought the story was superb... until I got to the end. I left my ninety minute experience angry and disappointed, because this game tricks you into believing something interesting is going on... But it's not... seriously at the end it was a huge let down, and the game tricks you like this on purpose. It's also too expensive, don't pay more than a couple of dollars for this game it's way too short.… Expand
Dec 5, 2013This review contains spoilers, click expand to view. I've been looking for a game to play in-between my regular Sims/Skyrim sessions, and this looked like a decent one. I'm a 90's kid (born late 80's actually) and a sucker for "exploration/mystery" type games, plus the 50% Cyber Monday sale didn't hurt either. I played for 2 or so hours first day, and finally got the chance to get back in on Thursday, only to realize I was literally 10 minutes away from completing the whole thing. What a bummer! Seriously, if this game cost 2£ then great. But it was a whopping 8£ with a 50% sale. I have never paid that much for any game that is completable in under 3 hours.. The story was ridiculously predictable as well, I could already predict what was going to the main narrator and her secret friend 20 minutes into playing. I also don't know if it's just me and my machine, but in most rooms I'd get annoying neon-coloured glitchy flashing patches on objects and walls. 4/10… Expand
Dec 5, 2013This review contains spoilers, click expand to view. First, let me start this review off by focusing on the general pricing/length of this game. For 20 dollars (or $5 if you purchased it during a Steam sale), you are getting a video game experience that will last no longer than two hours. That's right. 2 hours. The actual interaction with the story last no more than 10 minutes. I could have gotten the same value from interesting stories from browsing forums on the internet.
There isn't much that makes this story unique [SPOILERS START HERE]. A girl gets adjusted to a new life after moving. She meets a fellow classmate. She falls in love with her. They are both lesbian. They date for a year. They run away from home. The end. There is nothing special here. I'm a HUGE reader. I've read visual novels, manga, and over 500 normal novels. This story is truly MEH. Books that are comparable with this game cost a lot less and will have you engaged for 6-8 hours.
But comparing a reading game to other reading forms of entertainment can wait. The most frustrating part about this game is the desperation clicking. I literally went through the mansion clicking everything 2-3 times. I didn't want to miss parts of the story because I got to the end game in 50 minutes. I wasn't even sure if the game was truly complete! I didn't want the money I spent to cheat me even more. The mechanics of the game are just clicking to get a scrap of any mediocre letter or note left by your family. It leaves you in disappointment because a fleshed out story wouldn't leave such a broken trail behind.
There are many experiences that would surpass this gaming experience. Watch an anime (FMA, Steins;Gate, Deathnote), read a book, or check out a visual novel like Clannad. These are all good uses of mediums to tell a great story. Walking through an empty house picking up torn up letters is not. Back to the drawing board guys.… Expand
Dec 6, 2013I'll start out by saying that the steam price for this game IS too much. If you are strapped for cash, please wait for this to go on sale. If, however, you are swimming in cash, this game is well worth the money.
This game really excels in its story telling. There are several layers here, and some may be glossed over by players trying to get at the "meat" of the game. Players that do this will be disappointed. While there is a "main story", the supplemental details and subplots are vital to adding nuance and richness to the experience as a whole.
I will not spoil the game. My decision to purchase this game came with almost complete (albeit unwitting) ignorance to the subject matter, and I feel that my experience was all the better. Don't read any other reviews: just play the game.
Story: depth 8/10
memorable? Yes… Expand
Dec 6, 2013This is more than a game. This is a full-blown experience. In the beginning, it is difficult to discern the concept behind the game but you quickly become immersed and enthralled. The attention to detail is astounding. The score is emotional and marvelous. You begin to discover the parts of the game that you enjoy the most, for me it was the cassettes laying around. Pure 90s punk nostalgia filled my earholes. This is a work of art and not to spoil anything, the ending is beyond satisfying. Highly recommend.… Expand
Dec 11, 2013I can appreciate why the story of this game resonates with some people. Not just LBGT it's a story that can resonate with most any teenager.
That said, the game is terrible. The story is delivered almost exclusively through audio diaries and a couple souvenirs that reinforce what the diary entries were about. There is no game here. It's a static environment that the player navigates, poking around for diary entries. There are no puzzles. There are no enemies to defeat. No skill challenges. No choices to be made. It barely qualifies as an interactive fiction, since most entries into that genre involve the player in the story with dialog choices or action decisions.
It won game of the year based entirely on the social content it took on. That's laudable, but not worthy of a best game award.
Oh, and it's very short.… Expand
Dec 11, 2013If you're looking for a touching, memorable, intelligent story in which you make it unfold then play this.More a point and click novel than a game. Can't understand how there is so many negative reviews, I can only assume its COD fanboys annoyed that there wasn't any guns or explosions
Dec 11, 2013This can barely be considered a VN since it's so short. This game doesn't do anything that hasn't been done before. Calling it new and innovative because of it's lack of gameplay just means it's a movie. And a bad one at that.
Thank god I didn't pay for it. I wonder If I can get my bandwidth back.
Dec 12, 2013I agree with most of the people on here that say Gone Home is conceptually brilliant and essential, and I also agree with those that think the story is somewhat bland. I appreciate the unique perspective, and the game really drips with nostalgia for the 1990's Portland underground. It really does feel like it really understands time and place. However, there's actually little story, it's more of a short interactive fiction work.
It's also too expensive. If I had paid $20 for this like some on here, I'd be furious with the length and lack of interaction. At $10 it's still a bit pricey. I'm not sure if the high cost is due to a custom engine, but if that's the case, they should have likely got something off the shelf and made the game cheaper. Unless you can get this for $10 or less, I unfortunately cannot recommend it despite the fact that it's something everyone should play once.… Expand
Dec 15, 2013Gone Home is a game about careful exploration and discovery. The main character is Katie Greenbriar, who’s recently returned from a year abroad. She arrives to a new house filled with artifacts about her sister and parents who have disappeared and are not at the house. Katie’s goal is to determine where her family is and what happened in the last year.
The narrative of the game is through the eyes of Katie trying to figure out what happened to her sister after reading the note on the front door from her sister. Although, despite its initial setup, Gone Home actually tells several different stories. As you search through the dark and gloomy house, you uncover details not only about Sam's situation, but also about what has been going on with Katie's parents, and the home’s previous occupants, too. You'll get insight into the state of their marriage, obstacles in their careers and their interests solely from looking around. The many artifacts in the game allow the gamer to miss or ignore some details, which draws each gamer to their own conclusions. Therefore it is important to examine and read every object you can in the house.
The graphics of the game are ok. The house is well rendered and lit in a way for you to feel the house is eerie and creepy. Although I wish there was more details with some objects I did not find graphics to be an issue. The music in the game is fantastic. The sounds of thunder, the creaky floorboards and doors keep you on the edge of your seat. As well the cassette tapes featuring bands such as Heavens to Betsy and Bratmobile give the real sense of the game's '90s Riot Grrrl setting. Lastly, the controls are simple, and it is easy to navigate with either mouse or trackpad and keyboard. The Fullbright Company made sure that the controls do not get in the way of the game and the unfolding of the story.
Playing Gone Home was a new experience that I really enjoyed. Gone Home felt as if I was “playing” a novel. I would recommend this game to someone who would like to try a different type of game, and who enjoys adventures and stories.… Expand
Dec 16, 2013Gone Home is a first-person interactive story adventure game that is very original, unseen and groundbreaking in the video game world. Gone Home is the Fullbright Company’s first hit and follows the story of Kate Greenbriar, who after coming home from a European gap year finds her new family house abandoned. Kate is forced to search throughout the house for clues in the form of notes and other items in the hopes of finding out what happened to her estranged family. The game is so respectable for several reasons; it creates an unseen perspective in video games, it combines the experience of both a book and a video game and its graphics and content surpass those of any other comparable game. This unseen perspective is the perspective that of an adventure game, combined with the suspense and gameplay of a first person shooter. Secondly, during the playing of the game, the gamer experiences both feelings that are associated with reading, and others that are traditionally associated with gaming. The experience of reading is felt because Gone Home is the first game to go into the thought process of characters and delve into the relationship between characters. Lastly, the game is so successful because its graphics, gameplay, and commentary are very advanced and unorthodox in the world of adventure games. In my opinion, the game is very good, and I enjoyed it very much. I particularly enjoyed it because it provided me with a gaming experience that I had not felt before and opened my eyes to different genres of video games.… Expand
Dec 16, 2013Gone Home is an immersive mystery, simulation experience, requiring the player to learn about the personal lives of the characters and extend empathy to them. While Gone Home differs from the usual action-heavy, combat-focused games, it succeeds in its own genre due to elegant and meaningful writing, and an amazing story-driven structure of game architecture.
Gone Home begins with Katie Greenbriar, a young woman returning to her family’s home in 1995 after spending a year travelling in Europe. Upon arrival during a dark and stormy night, the house appears to be deserted, and requires the player to collect artifacts and clues hiding within the realistic environment to rebuild the broken puzzle of a story. By doing so, the player is rewarded with pieces of information that could never have been known or assumed when first entering the house.
Throughout the game, Katie’s younger sister Samantha, narrates a large number of journal entries as the player finds important artifacts that are relevant to the story. Other hints and critical information are unveiled as the player explores the house, finding notes, objects, and photos. Since recently moving into the brand new mansion, Katie finds herself in a very mysterious environment, and having to explore this new and interesting environment adds to the sense of unease that is sensed consistently throughout the game.
While Gone Home isn’t the most polished game in terms of graphics and visuals, there are other ways of compelling the player’s immersion throughout the story, through the use of perfected sound and environment design. It’s not often in a game that you find yourself just standing in the middle of a room, listening to the ambient soundtrack, or thinking about how much work was put into realistically routing cables from lamps and TVs to their corresponding outlets and the effect is truly captivating.
Steve Gaynor, Karla Zimbonja, Johnnemann Nordhagen, and Kate Craig are very experienced in game development, having worked on BioShock 2, BioShock Infinite, and XCOM: Declassified. What makes Gone Home a truly different experience is the elevated level of personality poured into this game from its developers. This is evident as the player listens to in-game commentary from all four developers. The commentary discusses what the developer had in mind when part of the level or story was created, and includes references to items that were randomly tossed into the game such as the BioShock Infinite cover mimicked on the salad dressing bottle hidden in the pantry. This unique level of detail is almost never delivered within bigger titles, as the personality of the developers is often hidden behind their numbers. That is what is truly revolutionary about this “new” exploration game, which could potentially change how video games are made going forward.
It is difficult to imagine what could have been improved in Gone Home, especially because so many things were done perfectly. However, there were a couple things I was disappointed about when I played through the game for the first time. I found that the story was a little bit too linear. The way the game subtly pushes the player in the right directions by finding codes to locked doors, or secret passageways strays from the exploration genre that this game attempted to mimic. I believe the player should be able to explore anywhere they want, perhaps having to revisit places to find missed clues about the story or having to wander about for minutes, just pondering what they should do next. Secondly, I found that the ending was rather lackluster. It was not on par with the amazing development throughout the game, and ended far too suddenly. While the ending does have a deeper meaning when studied closely, many players who are experiencing this unique game for the first time will often overlook that poignancy.
Overall, I would award Gone Home with a rating of 9 out of 10. Throughout the game, I felt myself being further drawn into the story, aided by the realistic setting, amazing soundtrack, and the addition of audio journals that arose when certain, important objects were found. Although the ending was not on-par with the rest of the story, and the mystery genre of the game was clouded by the linear direction, I would highly recommend this game to any avid game player, even if they have a history of playing “triple A” titles consistently, but especially if they have a true appreciation for uniquely styled games.… Expand
Dec 16, 2013Gone Home, a new release from The Fullbright Company, tells the mysterious tale of the Greenbriar family. Upon coming home from a long trip, Katie Greenbriar returns on a stormy night, to find her family’s new mansion abandoned. Amazing writing and progressive expansion of the story draw you in, despite the seeming monotony of the gameplay, which is completely void of any weapons or enemies.
The mystery and unease as you walk into the house is nearly palpable. Not sure what to expect, the crashing thunder and flashes of lightning set the mood for the first clue you find your sister has left home, telling you to not try to find out where she has gone. The entirety of Gone Home follows this premise, and is what pulls you in the most. The story feeds itself, and it’s clear that developer Steve Gaynor is a vastly experienced and professional writer. Every piece of information leads to new details, which lead you further into the world of the Greenbriars. The most strenuous part of Gone Home is trying to decide whether you want to sprint to the next clue, or take your time, savoring the story. Gone Home leads you through an incredible tale, using all of your senses to do so.
Whether it’s the first flash of lightning, followed up by a delayed crack of thunder, or the first Riot Grrrl cassette, the story is accompanied by phenomenal auditory and visual effects. The dim lighting as you enter a new room never fails to creep you out, especially after entering a dimly lit bathroom and finding a bathtub splattered with bright red stains, when the eeriness peaks until you learn that it’s simply hair dye. With just a few games under their belt, the ability to create such perfect scenes lead me to believe that this isn’t the last time we’ll see The Fullbright Company accepting awards at places such as the Spike VGX awards, winners of Best Independent Game, as well as Best PC Game.
These sorts of scenes are prominent throughout Gone Home, and slowly build up over time, and in all honesty; it’s the first game that has left a vivid imprint in my mind. Of course, I doubt you’ll hear people speak of the emotional rollercoaster that you’re led on throughout a game of Plants Vs. Zombies. The main reason for this is the personal connection you feel, as if truly a member of the Greenbriar family. Each character develops throughout the game, giving it a truly personal feeling.
Gone Home leads you on an adventure unlike any other game I’ve played, using impressive storytelling, vivid imagery, and brilliant auditory effects. The Fullbright Company sought to venture into uncharted territory, and did so with flying colors. Perfect for the hardcore gamer, or perhaps as a Steam gift to your Call of Duty obsessed sibling, Gone Home is the beginning of a new era of gaming, where stories come to life.… Expand
Dec 16, 2013In the end, its about the story. The best part of this game was the narrative, and the challenge to the player to consider the mode of storytelling. There has been a mass divide between players who want a big, bright and golden experience with epic action that can change the game at the drop of a hat, and those that are more interested in a different form of game. One that tells a story. For those who are more willing to forego the expectations of flashy animation and radical action, this game can be a rewarding experience.… Expand
Dec 16, 2013Gone Home is a 1st person video game created by The Fullbright Company that is based around a young woman coming home to an empty house. She has to go through the house, looking at different artifacts to solve the mystery of her missing family.
I was impressed with how such a simple game kept me on my toes until the very end. I constantly found myself looking at irrelevant objects, believing it had something to do with the plot line. Being able to pick up everything possible, added a reality factor to the game, making the player feel like he/she is deciding what and what not to do. It felt like you were in the game. Yes, I know its an over used line to try and state a point, but it’s true. This game is very open. There weren’t a lot of hints so the player has to use their brains to get to the end of the game.
What added onto the story is that it is an effortless game to play. The controls are easy, the sounds around the house are pragmatic and most of all, the graphics are good enough to examine specific artifacts. Each of these elements plays a huge role in this game. Without simple controls, players will get frustrated and demotivate themselves to play. With this day in age, everything has the best graphics and sound, so in order for Gone Home to compete with Call of Duty or The Last of Us, they had to “get to their level.” Each room is completely different and custom to specific characters. For example, the teenager’s room looks like a teenagers room.
As the game progresses, the protagonist, Katie, begins to learn more and more about her younger sister, Sam. Through Sam’s journal entries, she is able to narrate her story. We are entered into Sam’s world through the eyes of the older sibling’s. Sam’s journal entries are what Katie follows to find out where Sam and her parents are.
In conclusion, I would give The Fulbright Company’s Gone Home a 9 out of 10. The game was perfect in every way. It was one of the most realistic games I've ever played. The one part I disagreed about was the way it ended. I don't want to spoil it, but I felt that it could've ended with an explosion instead of a lit candle.… Expand
Dec 16, 2013Gone Home Review
The date is June, 6, 1995 and Kate Greenbriar arrives at her families new home in in Pacific Northwest, after she had been traveling through Europe for a year. After putting her bags down she looks at the door to find a note from her younger sister Sam saying that she has left, and not to look for her. Once inside the house Kate starts a search for clues to help solve the mystery of her sisters disappearance.
Once you enter the house you become a Nancy Drew like protagonist, searching for clues and reading journals entries trying to solve the “case of the missing sister”. Coupled with the eerie household, a raging thunderstorm, and depressed voice overs the player originally feels the unnerving suspense that games such as Amnesia or Slender provide. Every corner you turn around, or room you walk into, there is the sense that a monster might jump out at your, or that you will find a body lying in a pool of blood. This, however is not the case. The game instead focuses on the sudden relationship between to young and reckless teenagers Lonny, and Sam, that is told through triggered sequences whenever a certain item is picked up.
The story is very well told and, the fact that the player needs to find certain items around the house to further develop the story, keeps the player interested. This is a gameplay mechanic that is not original to this title, yet this mechanic was used expertly, and was not at all revealing of how the story would unfold. The subplots were told in a very similar fashion as well. Though instead of picking up certain items and hearing a narration of a journal entry from Sam, there had to be much more research put into unearthing these plots. This could be done by reading letters, or newspaper clippings that could be found around the house. The game also boasted a complex yet not impossible set of mysteries, that included hidden house keys, and missing combinations. These problems were fun to solve, and were puzzling at times, but were not a hair pulling catastrophe that would have dragged the game on longer than its run time of roughly 2-3 hours. The era the game was selected very well as not only did the technology at the time provide many ways to create clues (i.e reading several notes between Lonny and Sam, as opposed to looking at one email account), but the 90’s gave the game many great cultural references such as, Nintendo 64, and the Riot Grrl movement.
However this game is far from perfect, it was very disappointing that the main plot was not as enticing as it could have been. What started off as a story of a runaway girl, that doesn’t fit in and lives in the “psycho house”, turns into a fantastical love story about two girls falling in love and talking about their sexual experiences. This love story makes the eerie aura originally felt while playing the game disappear, and the journal entries start to feel redundant and boring towards the end. In fact the best plot in the game is the subplot of the dad’s failed career as an author, and the constant date of November 22, 1963 appearing (a date that’s meaning can be found with a little extra research). This subplot helped keep the the scary feel of the game alive and made me question as to why the story had to go the way it did. The game also had several useless subplots, such as the subplot involving Daniel and the Nintendo, or Janice Greenbriar’s relationship with a park ranger known as Rick. The game also gave very little connection with the main character Kate Greenbriar, something that is not very common within games, and without the constant solving of mysteries, a serious disconnect with the game would have been inevitable.
This game boasts and very well told and interactive story, and one of the most interesting subplots ever in a game, yet has a very soft ending to the plot, and a strong disconnect to the protagonist. Though flaws in all Gone Home provides a refreshing playing experience that is definitely worth the 2-3 hours most players will spend on this game.
Score out of 10: 7.7/10… Expand
Dec 16, 2013Kate Greenbriar is returning home from a year abroad in 1995. She arrives to an empty house, with a note on the front door addressed to her from her sister Sam. The note says Sam is sorry that she cannot be there for Kate, but to not come looking for her. This note begins Kate’s journey to find out where Sam is, the focus of the game.
Kate’s journey consists of reading notes, letters and books, as well as listening to music and audio logs. At first, I did not find the plot to be as captivating as I hoped it would be. This was until I discovered the multitude of side stories that take place throughout the game. I was not only searching for Sam, but also learning about the history of the Greenbriar family. Although the main plot is fairly straightforward, the side stories present a challenge in the search for clues in Kate’s house, and provide a reason to play the game more than once. I thoroughly enjoyed this search, as I was constantly on edge about if I had missed clues, or what I was going to find in the next room. This mixture of adventure and story telling sets Gone Home apart from most games.
Unlike many games, Gone Home does not impress with its graphics or sound; however, this quickly became irrelevant to me. The graphics are simple and the sounds of the game (other than the audio logs, which are discussed below) do no more than set the mood of the game with a thunderstorm. It is clear that The Fullbright Company focused on the narrative of the game, and rightly so. One of the best features of the game is a series of audio logs from Sam, which tell the story from her perspective. These are arguably the most interesting feature of the game. The majority of the complaints about Gone Home come not from the narrative, but from the duration of the game.
Many complaints about Gone Home arise from the fact that it is currently priced at $20 and yet provides 2-3 hours of gameplay. While I can understand why one would be disappointed with an inadequate amount of gameplay, I believe Gone Home’s value comes from its high quality narrative, not its duration. Would you rather pay $15 for a great 30 minute movie, or a mediocre 2 hour movie? For this reason, I have no complaints about Gone Home.
If you are looking for an action packed, fast paced thriller, this game is not for you. The satisfaction from completing Gone Home is the result of a lethargic search, with a series of items that must be interpreted and can lead to misdirection. I found myself on the edge of my seat in the final stretch of the game. If you are one who enjoys searching for clues and piecing together the puzzle, similar to analyzing a novel, I highly recommend this game.… Expand
Dec 16, 2013Gone Home is an unusual game. Most of the currently popular games are action shooter games and sports games. These games tend to have clear-cut stories and objectives. Gone Home is not like this at all. When you first begin to play Gone Home you need to rely completely on your intuition and experiential learning. When a player begins the game they are given neither clear introductory explanations, nor any clear indication of the game’s purpose.
Gone Home is an exploration game. The player is playing as Kaitlin (Katie) Greenbriar who is returning home from a year-long trip to Europe. Katie is returning home to a house she has not been in before, and she quickly realizes that her family is in shambles. She decides to explore the house to determine what has happened to her family. Although discovering what happened to her family is one main objectives of the game, there are many sub-plots and other objectives for the player to discover. Two aspects of Gone Home that particularly intrigued and impressed me were the attention to detail in the game, and the self-discovery of clues by the player.
In my opinion the coolest part of Gone Home is the creator’s attention to detail, especially for such a low budget game. There were countless items in the game for the player to discover. These items have incredible detail, no matter how insignificant the item to the game’s plot. The level of illustration detail and the realism of the items in the game make exploring the rooms extremely interesting. I really applaud The Fullbright Company for this as it makes the game much more enjoyable.
The second aspect that really impressed me was the self-directed exploration the game. In Gone Home the player travels room to room, trying to find clues to unravel the many mysteries of the Greenbriar family. Although the creator’s control the player’s movement somewhat through their locking of certain rooms or forcing the player to find items that open the doors, for the most part a player’s exploration of the house is self-directed. This creates a game that is a very different experience for each player. I really enjoy this aspect of the game as it allows the game to evolve with the player, rather than force the player from level to level in the hierarchical approach of many other games.
I really enjoyed the Gone Home as it was a great balance of a highly detailed environment with a self-directed exploration. I would recommend this game to anyone who enjoys mystery and exploration games.… Expand
Dec 16, 2013It’s refreshing to play a game like Gone Home, where the entire game is non-violent yet still intriguing, and draws attention from all types of gamers. The game plays like a movie that only focuses on character development, and the relationships between many of the characters. Being that I am not a gamer by any stretch of the imagination, the game still appealed to me because it really is different from many other games I have played in the past. This game appeals to a whole new gaming audience as well as the general gaming public.
Gone Home truly is an exploration game. It is different from the plethora of exploration games that have preceded it in the sense that it explores something that many people would consider not worth exploring. It’s the subtleness of everything in the house building up and slowly becoming apparent to you as a gamer that really makes this interesting. From the second the game starts you’re left wondering where you are, why you’re there, and where everyone else is. Once inside you have to do your best to piece together the mystery that is this house and your family. Each character in the game has their own completely unique storyline, and as a gamer you can follow certain storylines or all at once. It’s the different storylines that continuously become more and more interesting as you go on that keeps players wanting more.
There are many artifacts made by the game creators that help to reference and further establish a setting that I've never experienced before. The game is set in 1995. As you walk around the house you will find posters, video games, albums, and other historical references found in notes and letters. This too adds another dimension to the game. Whether it be the reference to a Pulp Fiction movie screening in a nearby theatre or the many references to the Riot Grrrl movement that was very prominent in that part of the U.S. at that time.
Overall, I would rate this game an 8 out of a possible 10. Having said that, it wouldn’t necessarily be a game I would play again and I think this is where the game experiences its major fault. It really is a one-time deal with this game, with only few players venturing on for a second go. I would recommend this game to many of my friends because it is very interesting.… Expand
Dec 17, 2013Gone Home is a first person interactive narrative that takes place in the Pacific Northwest in the year 1995. You play as Katie Greenbriar, who has been travelling abroad for almost a year and she comes to a home she has never been to before. Her entire family is gone and it is your job to find out what has happened while you were away.
Gone Home’s story is a compelling, well paced, and heartfelt. When you first start the game you have no idea what has happened and there is no cut scene giving you any background. Gone Home allows you discover what has happened at your own pace and it does not spoon-feed you the story. The only spoken narrative in the game is by Sam, which is voiceovers of her diaries and is triggered when you pick up certain artifacts throughout the house. These show how it has been hard for her since Katie left, how she feels alone and her budding romance with Lonnie, a girl who attends Sam’s school. The tones of diaries in which Sam’s diaries are written and spoken are so emotional that you believe that Sam is actually real. Sam’s voice actress, Sarah Grayson gives a performance that feels real and gives the character emotional depth, making it easier to feel empathetic towards Sam. This is one of Gone Home’s best qualities and it helps immerse you in the world that The Fullbright Company has created.
Gone Home’s gameplay is very simplistic, which serves the game and it’s narrative quite well. You play in the perspective of Katie Greenbriar and the first person perspective really helps you immerse yourself in the world, making you feel you are actually experiencing it. There are only a few gameplay mechanics: walking, crouching and interacting with objects. The Fullbright Company designed the gameplay so that more is less. Even though the controls seem limited, you do not feel limited and makes Katie seem real, unlike most videogame characters. These mechanics do not interfere with the story and actually enhance it, giving a sense of realism. When you pick up an object you can analyze it, allowing you to examine it in great detail. The interactivity with the artifacts and the amount of detail make the home seem real because each artifact has some reason for being there and has a backstory behind it. The simplistic nature of the gameplay allows you to focus on the narrative, which is Gone Home’s best quality.
Overall, I really enjoyed Gone Home. There have been few games where I have really connected with the characters and this caused me to keep playing and find out what happened. I also admire the simplistic nature of the gameplay and it allows almost anyone to pick it and play it, regardless of their experience with videogames. My only gripe is that the game has little replay value and the story does not have as big of an impact when you play is subsequent times. I really enjoyed myself when I played Gone Home, it has a great story, simple to use mechanics and I would recommend it to anyone.… Expand
Dec 17, 2013Gone Home is a first-person interactive story game that is full of mystery, suspense, and exploration. The game starts with you arriving at this huge mansion in the middle of Oregon as the main character, Kaitlin Greenbriar, who has just returned from a year in Europe. As you start to walk around the house you realize that her sister and her parents are gone and it is your job to try and piece together the puzzle of where they all went.
The game is seen through the eyes of Katie after she realizes that she is the only one in the family’s new house. As you explore the house you find more clues about the family’s life. Surprisingly, the game is not just about where the rest of the family disappeared to, there are many different stories with in the game. The overall story line has you thinking about what really happened to the family right until the end when you put all of the pieces together. The graphics are not what people would be expecting from a game that came out in 2013, however, the graphics being the way that they are, gave us a sense that we are actually in the house in 1995. The audio in the game really adds a great amount of realism from the thunder and creaking floors to the music. Having songs from that time period playing in certain parts of the house helped us learn more about the characters. While having the voice clips play after you look at an important object really adds to the game. As you walk around that house picking up every object you can to see if there is another clue to solve where the family went you realize that almost everything you find has a purpose to the story.
Although most of the objects in the game do have a purpose there are a lot of duplicate objects that are just fillers, such as random boxes in the basement. One of the things that I would have liked to have seen done differently would be to have the objects that you could not interact have the same quality graphics as the ones you could interact with. Another big change I would like to have seen would be that the house have better lighting, making it easier to find some of the documents such as documents that are in the corners of rooms.
Playing Gone Home has been an experience that I really enjoyed even though this is not the type of video game I would usually play. You would think that playing a video game for an English class would take all of the fun out of it but that is not true with Gone Home. I would recommend this game to everyone especially if it goes on sale because $20 for a game that is over in 3 hours might not please everyone. Gone Home hopefully represents a huge step forward in the gaming industry illustrating that every game does not have to be a first-person shooter.… Expand
Dec 17, 2013“Gone Home,” a game created by the Fullbright Company, which was formed by three ex staff from the Bioshock video game franchise, is a new type of narrative adventure in the gaming world. You start the game in a rainy, dimly lit atmosphere on the front porch of a mansion you have seen for the first time in your life. Your name is Katie Greenbriar and you are all alone after being away from home for a year in Europe. Your mission throughout the game is to find out what happened to your family, but along the way you also find out who they really are.
I studied and played this game in my grade 12 English class at Royal St. George’s College. I was assigned three characters to track, and to find out as much about them as possible. I found that tracking the characters enhanced my overall game experience by prompting me to look deeper into an already rich narrative.
The narrative involves many major and minor characters whose stories explain the family’s past and present. Although the graphics in “Gone Home” are not as advanced as they are in popular first person shooter games such as Call of Duty and Halo, this augmented the narrative even more. This is because, instead of being captivated by state of the art graphics, the player can focus much more on the narrative story, with fewer visual distractions. For example, the only thing visible through the windows is a pitch-black night sky.
“Gone Home” introduced me to a new type of gaming experience. Although I enjoyed the experience, I personally prefer the high intensity of sports video games or first person shooters. In these games, the objective is to overcome opponents, whether by killing them or scoring more points. This gets me more involved and focused on the game. In contrast, I found I got bored quickly with the few objectives presented to me in “Gone Home” finding codes for locks and a few secret doors. Although it’s great that “Gone Home” can be used in a classroom environment and it is a very innovative genre of gaming, it could be improved be making it a little more exciting. The demographic groups targeted by this game people in their late teens and early 20s generally want a livelier experience.
Overall, the positives of this game outweighed the negatives. I enjoyed the new gaming experience even without the fast-paced action and advanced graphics. In this day and age most people believe that a game needs the most action and the best graphics to be popular. The Fullbright Company proved everyone wrong with the success they are having in “Gone Home.” I recommend this game for people who want to try a whole new kind of gaming experience.… Expand
Dec 17, 2013Gone Home is a work by the Fullbright Company that perfectly encapsulates the elements of great story telling into one brilliant game. The Fullbright Company is composed of a few people who worked together on DLC for the Bioshock franchise called Minerva’s Den. They decided they wanted to play around with story telling in video games and so they packed up and moved into one of their houses in Oregon to begin work on Gone Home, a story about teenage love, the dynamic of a family, and coming together after terrible hardships.
The game plays almost like an interactive book, with the whole thing being about the story; there are no real collectables, mini-games, or alternate mechanics, and it is awesome. I personally live for amazing stories; tales like the Legend of Zelda and the Lord of The Rings are some of the things I love the most, and there is nothing better than a well-told video game story. Gone Home focuses on the idea of piecing together the story of your character’s family, the Greenbriers. You play as Katie, a twenty-something girl who has just come home after spending a year travelling in Europe to an empty house and an ominous note on the door telling you not to look around. Katie discovers the story by picking up and reading notes, pictures, letters, and books around the house and pieces the story together by herself (yourself). Aside from the sister Sam’s story, nothing is ever expressly said about the other stories, leaving you as the player with your own opinion about the family. This mechanic (while being used previously) is a welcome break from cinematic scenes and bland dialogue as the only way to tell a story in games. This way the story is in some ways left mostly up to interpretation, which a breath of fresh air that the gaming industry desperately needed. The only issue I had (fairly minor mind you) while playing was the convenience of some of the notes and their placement in the house, and the story felt at some points a bit too linear for it all to be taking place a family’s home. This was just a little bit of an annoyance in an otherwise almost perfect game, and you will soon forget the linear-ness of the story once you get sucked in.
Despite having some very minor believability issues, this game was a joy to play from start to finish, with the little intricacies of the atmosphere, to the plethora of gaming references and “easter eggs”, to the melancholy mood and tone of the house, to the heartwarming and uplifting finale. I personally would rank this game among the best and most enjoyable I have ever played.
Dec 17, 2013Gone Home is a game unlike any other, exploring the personal lives of a family in an intimate way. Katie has just arrived home after having traveled Europe. She arrives at a new house where she discovers no one is home to greet her. Katie is then set on a path of discovery all throughout the house with a goal of finding out what is happening with her family. Katie achieves this by uncovering cryptic messages left by her sister in the form of journal entries and letters.
The house is explored through the narrative of Samantha Greenbriar, Katie’s sister. Sam has left letters, maps, and journal entries scattered throughout the house that help Katie understand the events that have played out over the past year. The maps are quite often related to ghosts said to be roaming through the house, as a result Katie is lead into scary hidden rooms. The letters and journal entries are normally associated with Sam’s personal life, they help Katie understand the events that occurred in the house while she was gone, as well as adding a creepy effect to the game.
Gone Home’s sound and graphics are used in an incredible way to help enhance the gamer’s experience. The sound in Gone Home is creepy to say the least; there is a constant loop of scary noises like creaks in wood and thunder, which make you feel as though someone is following you throughout the entire game. The graphics are created not to blow the gamers mind but to help the player focus on the more important aspects of the game, specifically the story. The poor graphics set the game apart from today’s popular games because of the minimalistic detail used. Gone Home use of a first person adventure is unlike any other because no one is killed and there are no requirements that must be met, which results in the player having complete control of their experience in the game
Gone Home was a breath of fresh air in comparison to the popular games of today. Unlike the games of today, which tend to be based on killing or sports this game explores a story of love and relationships. Although the game is short, it is very meaningful, and I believe if people took the time to really analyze each room within the house they would enjoy not just the game but the story as well.… Expand
Dec 17, 2013Gone Home is a unique gaming experience that demonstrates how games can be an art form equal to literature and film. In Gone Home, you are Katie Greenbriar, a college-aged girl who returns home in 1995 after spending a year abroad to find the family residence abandoned. As the player, you explore this ghostly mansion searching for clues as to their whereabouts. The story is quite brilliant, due to the interactivity aspect of it. The player has to discover the story on their own, by finding journal entries, notes and the like. The game world is populated with many other items that help further the backstory, a picture with the face ripped out, shot glasses strewn around the music room, the condom in dad’s drawer, and many other seemingly insignificant objects allow you to come to your own conclusions about the inhabitants of the home, without the answer being explicit. The story is not very long, and to go into any detail would be to spoil it. This is a game best experienced with no knowledge of the plot since most of the fun is discovering the story yourself. Know that it is emotional and artfully done, without relying on cliché video game tropes. What is best about the story is that it can only work as a game. The way the player interacts with the house and develops empathy for the characters, despite not seeing them, could never work in any other medium. It is the perfect example of where a video game can surpass films or novels in the realm of narrative. The gameplay in Gone Home is fairly simplistic. You can walk around, open doors, open drawers, turn on lights, read notes, flush toilets, pick up toothbrushes and cups, and then throw those items around the house. The house feels lived in, empty pizza boxes, VHS tapes, books on the shelf, and homework in various rooms contribute to the authenticity of the world. The game is devoid of combat, puzzles, or any other elements generally found in games. This keeps the game grounded in reality. Despite not having the most realistic graphics, the designers at Fullbright Studios have managed to create a game world that feels astoundingly real. Gone Home is the video game equivalent of a short story, a two-hour experience that should be extremely palatable to hardcore gamers and noobs alike. It proves how games can be more than mindless violence and recycled storylines. It proves that games can be art. It is not for everyone, though. Those looking for a traditional heart pumping, competitive, exciting gaming experience should look elsewhere, but if you are looking for something different than the average first person shooter I completely recommend it.
Dec 17, 2013“Gone Home” by The Fullbright Company seeks to raise the bar on storytelling in videogames. The premise is simple, in 1995 you have been away from home traveling in Europe for a year and have just arrived home. You don’t know much of what has happened to your family in the last year other than they have moved to a new house. No one is home to great you when you arrive at 2am but through investigation of the house you uncover the events of the last 12 months.
Coming off the success of Bioshock 2 and specifically Minerva’s Den, which the founding developers of The Fullbright Company worked extensively on, they decided they wanted to try something new. In most current releases the focus is on new and exciting gameplay or amazing visuals. Gone Home takes a different approach. The main focus is the story and how it is told, not flashy graphics or bar raising gameplay elements. They push towards the intricacies of any novel while maintaining interactivity, which is unprecedented in current video game releases. As the company is relatively new and small it allows the game to take risks that would otherwise have been left on the cutting room floor. The relative prestige of the individual developers lets the game gain a player base.
Players can definitely see the influence that other games have had on this title. Some architecture and game elements feel almost copied from Bioshock and other similar releases. In the developer commentary that becomes available after finishing the game further explains the depth of links between Gone Home and previous titles. These references further the idea that the game tries to be like books, novels frequently reference other novels and literary works and including this in games is only a natural progression.
While the graphics and gameplay may not raise the bar compared with the latest Call of Duty or Battlefield it has it’s own place among current video games. Another complaint is the length of the game that averages around 3 hours that, for the $20 is not very long but when you take into account the story can be justified. Overall the game is the beginning of the next phase of the industry, not only should games be about the latest graphics but we should ask for better storylines in the future. Personally I grant The Fullbright Company’s “Gone Home” a 8/10 and can’t wait to see what they come out with in the future.… Expand
Dec 17, 2013Gone Home Review
Gone Home is a story centralized exploration game, released August 15, 2013 by The Fullbright Company. The gameplay takes place in a seemingly abandoned house and the game unfolds through an eerie yet heartwarming tale of an extremely dysfunctional family.
Gone Home was a game that went under the radar for most gamers, and was quickly shunned for its hefty price of $20.00 and only 2 hour of gameplay. However, for what the game lacked in replay value, it fully made up by delivering an immersive and engaging gameplay experience. The game is a masterpiece that welds together intricate webs of stories culminating in a smart and intriguing game. The story follows Kate, a university student, who takes a year off to study abroad. But when she returns to her family’s new house it is deserted. It is the game player's task as Kate to figure out the whereabouts of her family members. Through Kate's quest to put the pieces of her family's puzzle together, several story lines emerge. A lesbian love story involving Kate's sister Sam and Lonnie, an older high school student weaves romance, intimacy and sexual identity issues into the game. Kate stumbles into another story line involving a dark family secret that delves into the paranormal, betrayal and trauma.
The game does a great job of providing an engaging and realistic playing experience through the use of cartoon graphics and sound effects. The story of Kate’s family can be found in the artifacts around the house, including photos, notes and audio diaries. The sound effects enhance the eerie atmosphere and mood of the game. This game is a perfect example of how games do not need action elements in order to create an engaging and immersive gameplay experience.
Although Gone Home is an amazing game, it is not without its problems. The game, as stated before by many players, has little replay value. The only reason I found myself actually going back to the game was because I did not understand the full story at first, which can be another issue on its own. The game might require some preliminary research about the game before starting to play it in order to for players to fully understand the nuances of the narrative.
Gone Home is an all around amazing game. Gone Home proves that there does not have to be flashy graphics and action elements in order to create a captivating game. Gone Home delivers a hopeful look at the future of games which will be more story driven and intellectually engaging. Although a great game, Gone Home is not worth the full retail price of $20.00 and recommend that you wait until the price is lowered to buy this game.… Expand
Dec 17, 2013Gone Home is an exploration game that tells the story of a family. It is first person style, and it revolves around one house. The character you play is Katie, who is coming home to an unfamiliar house after a yearlong trip to Europe. No one is home when you arrive, and you have to explore the house to learn what Katie missed while she was gone.
Gone Home has a different game style compared to traditional games and it contains an unfamiliar story telling method, but it is just as intriguing. While playing you will often find yourself curious to find out more information about the family and excited to find the next clue. It allows the player to become more involved in the story compared to traditional video games where you are not bothered to read any text. When you are going from clue to clue, you find yourself completely immersed in the story and you cannot put the game down. The feeling it relates to is the way you feel when you are reading an enticing book. The story is very well thought out and believable. Through the mixture of old notes, letters and voice messages, the game gives you just the right amount of information to put the story together yourself. The simple graphics and sound, along with the limited character functions allows for a very smooth gameplay experience, where you are never thrown off task.
The main focus of the story is on Katie’s sister Sam who seems to have the most interesting story of all. However, curiosity for the story of the other family members is not satisfied. They even introduce Katie’s grandfather near the end of the game, but limit the information on him to a mere two artifacts. It would’ve benefitted the overall experience if there were more spin-off stories about other characters. Furthermore, the story seemed very short and you often learn information at a quick rate. If the story were spread out more and extra spin-off stories were added, the overall experience would be much more satisfying.
Overall, the game is a new way of telling a story, which proved to be very successful as I was interested during the whole game. I would definitely suggest that anyone who is interested in narrative check out this game, as it is a fresh compelling method of story telling. Also any gamer will want to check it out to get a different yet equally satisfying gaming experience.… Expand
Dec 17, 2013From the creators of the famous RPG game, BioShock comes Gone Home, an intriguing and suspenseful, first-person game played from the point of view of Katie Greenbriar. When Katie arrives home from Europe, she realizes that her entire family has deserted the house. As our heroine begins to search for clues about their disappearance, terrible secrets and an intricate plot line emerge to capture the player’s imagination.
Gone Home is a unique style of game, as it is exploration based, and the player merely roams around the house finding clues, unlike most games, which involve violence and conquering levels. The subtlety of the game is also a rare quality, since the plot is not obvious at first, although the plot later shows the complexity of characters, and their history, once scrutinized. Without giving too much away, the story involves unusual and complex relationships between characters. Although the graphics are not modern, their lack of sophistication reflects the 1995 setting effectively. In fact, the game has been praised for its realistic depiction of the 1990s and, indeed, items such as tube television sets, auto stereograms, and 90s board games frame the time period convincingly.
The realism, however, is at times bothersome because the game is too darkly lit. It is often overly time consuming for the player to wander around finding light switches, which feels like an odd use of the player’s time. Another negative aspect of this game is its length, as it only takes a few hours to complete from start to finish. Also, in terms of gameplay, the replay value is diminished since there is a static narrative, which limits the gaming experience.
Overall, Gone Home is an enjoyable for the person who likes story-based games rather than brutality. In other words, fans of GTA and Call of Duty may not appreciate the nuanced mood and activities, where Katie collects personal notes, family secrets, and discovers underground passageways and keys to the past. Readers may enjoy this game as most of the game’s strength lies in the layered narrative structure. As mentioned above, the game length is not comparable to popular games as the cost per hour of gameplay is significantly higher, although it may provide the same satisfaction for the more thoughtful player.… Expand
Dec 17, 2013Gone Home is a groundbreaking game produced by The Fullbright Company. Gone Home is unique through its exploration of a deep narrative through simple, yet rewarding gameplay. As Katie returns from her year abroad in Europe, she finds an unfamiliar house in a state of dismay. While exploring the house, the player undercover clues to the family’s whereabouts and more specifically, the story of Katie’s sister, Sam.
Although Gone Home is a remarkable production, the game is lacking in some technical aspects. The most noticeable downfall are the graphics of the game, which are sub-par. Gone Home relies on its simplicity to convey its affecting story in the most effective manner, but the graphics of the game are too simplistic for a game of this era. The windows are blacked out to avoid having to detail an exterior world and objects that can be interacted with standout from the surroundings due to the increased graphical detail placed on these objects. The purpose of the game is to tell a meaningful story, placing less importance on graphics. Despite this, improved graphics would not distract the player from the game and would add a sense of validity to the game as a top-flight release in the current market. Another flaw is the lack of audio stimulation. Throughout the game, the only sound that is heard is constant pattering of rainfall outside. There are some sound effects, such as the buzz of a television or the sound of a running faucet, but aside from this, the only audio is Sam’s journal readings. When searching for the next clue, the lack of outside stimulation can cause the game to become temporarily mundane, discouraging the player. Gone Home is a well-done, focused game, but these technical deficiencies detract from the overall gameplay experience.
Overcoming the technical flaws within Gone Home, the exploratory storytelling aspect of the game is the factor that makes this production so outstanding. The game is focused chiefly on uncovering the story of the family in a way, which is pure and has no distractions from achievements or points. The story that Katie begins to uncover about her sister Sam is atypical and suspenseful. Although many video games have captivating stories, Gone Home is so successful due to the way the story is conveyed. The gameplay is guided; the player is kept within boundaries that will ensure the final story is uncovered. Despite this guided gameplay, the player can explore the house in a variety of different routes, uncovering pieces of the story in different orders. The developers cleverly allowed these different routes to all uncover the final story as an intact narrative, allowing a sense of freedom within a game that takes place within a single house. This unique method of storytelling in Gone Home propels the game to a level of profundity and richness that few other games have ever achieved.
The Fullbright Company has produced a remarkable game in Gone Home. This game has some technical shortcomings, but the unique depth of storytelling within the gameplay makes uncovering Sam’s story unlike any other video game available today. Overall, Gone Home is a story; hardcore gamers may not be as intrigued by what the game has to offer, but those with an affinity for rich literary works will be blown away.… Expand
Dec 18, 2013The game “Gone Home” follows the story of Sam Greenbriar’s disappearance, seen through the eyes of her sister, Katie Greenbriar. You come home after being over seas for a year, to a house you have never been to, seeing as your family moved while you were gone. Upon arrival at your new house, you find your house to be empty, with a note on the door from Sam saying goodbye, and to not go looking for her. Inside this old, gloomy house, you navigate your way through the maze of hallways, rooms, and secret passages, in the house, finding clues as to where your family has gone. Through examining scraps of paper, letters, posters, magazines, and other items, you uncover the secrets the house holds on your missing family.
The story focuses on your sister, Sam Greenbriar’s disappearance, but the sub plots of “Gone Home” is what makes the game for me. Your parents, Terrance Greenbriar, a struggling author with an obsession with JFK, and your mother who works at a distant forestry, Janice Greenbrair, both have dark backstories, uncovered in the dimly lit rooms filled with evidence of your parents’ disappearance. This narrative on your parents gives a lot of depth to the game, and gives an even clearer depiction of the strained relationship your family has.
You uncover your family’s stories through examining items such as letters or pamphlets found around the house. Finding these items leave much of the story to the imagination. Seeing as most of their stories are shown through one-way letters, or book reviews, you yourself can fill in the blanks of these plots. This aspect of finding the parts of their plots around the house, only to finish with a blurry outline of their past’s, adding a certain mystery to the game. I think that this works in favor of the tone set in this old, gloomy house. This is the first time Katie has ever been in her house, and no one is there. The mystery of the house gives an anxiety, which is felt at the flicker of every light, and at every dark corner. The tone and these unclear subplots tie in well with each other, and give a more dark and sinister mood to the game, which I think is really effective in delivering “Gone Home”.
“Gone Home” uses a different type of storytelling to get across the plot of the game. You have to go looking for answers, instead of things being laid out in front of you. This gives a very real sense to the game. Its anxious and mysterious tone is strengthened through this way of storytelling, and effectively intrigues the players. I found myself enthralled in “Gone Home’s” world, looking deeper into the stories of my family, and deeply analyzing the narrative and feel of this game. I really enjoyed playing it and have and will recommend it to others.… Expand
Dec 18, 2013This review contains spoilers, click expand to view. I am an older game player (62). I think this game is average in just about every way: graphics, sound, story line. Perhaps the thing that bothers me most is the ending. I think the fact that our young friend decided to be a runaway is disconcerting. Kids that age have all sorts of strange ideas and drives. This game seems to laud very questionable behavior. Let's face it: she has no money, and no real education. She is taking off with her friend to a life that will almost certainly be a miserable one, once the initial thrill wears off. I just to heck that this games does not encourage anyone else to do this sort of thing.… Expand
Dec 18, 2013Incredible. What a great game- so unique. Rare subject subject matter, such an intimate narrative. 10 out of 10, undoubtably. Sure, it's short, and the replay value is close to zilch, but that's the nature of the narrative. Completely worth it, seeing as I bought it for $5.
Dec 19, 2013I am so glad that I did not pay $20 for this game or I would have been pissed. If this was a $3 ios app, then Id think it is worth buying, otherwise save your money. The game starts off with a lot of potential and I was getting really into it. After a (short) while though that excitement wore off and I was waiting for something to actually happen in the game. Well right when I thought something was going to happen, the game ends! This is a super super short game. Set your expectations very low otherwise you will be disappointed.… Expand
Dec 19, 2013The only thing this game is actually selling is the story, and it is a highly predictable one. How could this be "the greatest video game love story"? Just because it has the homosexuality with a bit 90s nostalgia theme? Really? Maybe the story IS THAT GOOD and I simply couldn't understand, but the rest parts of the game is basically non-existent. There is minor exploration content, misleading atmosphere that doesn't fit the story properly and that's pretty much it. The voice acting is not bad, other than that, I can't see what makes the game great.
How this game was able to beat BF4, Papers please, The Stanley Parable in VGX is a true mystery for me.… Expand
Dec 19, 2013Some people are saying that this is not exactly a game and that it doesn't contain the basic things to make it so, but I have to disagree on that part. Basing your score on such a notion is moronic and completely undermines the efforts that were put into the other aspects of the experience, like the storytelling, the sound design, the voice acting and so on. The reason I'm giving this game a 5 is simply because the story is flat out mediocre. It's literally something you've seen hundreds of times before in many different mediums, and you probably criticized it to death, but now that it's in game form and it tackles some mature concepts it suddenly becomes one of the greatest feats in recent gaming history. This has to be one of the most disappointing experiences I've had recently and I don't recommend you buy it for it's original price 20$ I payed 5$ for it and I still kinda feel like I've been ripped off. What bothers me is not the fact that they're asking 20$ for a 90 minute experience. I've payed 15$ for The Stanley Parable and it was worth it. It's the whole movement and critical praise behind this titles that makes me mad.… Expand
Dec 20, 2013Maybe I was not in the mood for this kind of game or that my terrible OCD's keep me off from these games
The "game" was cheesy, with a predictable story, overly annoying and too much open stuff up, read and proceed. It felt like an exploration grind for nothing quest, with a story that wouldn't get us closer to the character's emotionally.
To turn the game experience a better one I did one thing: I picked everything I could and would pile it in floor hall as I proceeded (well I turned this to a 5 hour game), then I had a scale of how this game was.
To finish, I believe that this hype has started from a review from gamespot that lacks rationality, and spotlights the politic views from the reviewer and the necessity "she" has to stand ground on this business.… Expand
Dec 21, 2013I thought that this game was fantastic. Everyone here complaining about the gameplay went in to the game with the wrong expectations. If you go into it expecting there to be ghosts and thrills, then you are mistaken. You clearly did not do your research on the game and find out what it was about nor did you look at the core game mechanics before you purchased it.If you had done so, you would have realized that this is a STORY DRIVEN GAME. Its like reading an animated mystery book. I, however, did my research and made an informed decision to purchase this game. It was one of the best purchases I've made. The story was compelling and I felt an emotional connection to the characters. The game is short, yes, (lasted a bit over 2 hours for me, and 4 for my girlfriend) but never once did I want to stop playing. When the game was over, it felt complete. It felt well executed. Many games fail to convey emotions to the player and fail to wrap up the story in a satisfying way. I feel that this game did exactly as advertised and I am immensely pleased with my purchase. The only other game that comes to my mind as having a similar emotional and "complete" feeling at the game's end was Bastion. Both of these games just had something special about them that I really connected with. So, take that for what it's worth, I suppose.
The game just felt complete, and nothing seemed to be an afterthought. Its not one of those games where you shoot stuff for 6 hours surrounded by a weak story with plot holes everywhere. Don't get my wrong, I love FPS games and play them constantly. But Gone Home was just a nicely needed change of pace and made you actually feel like a part of an evolving story for once. And for that, this game was worth every penny… Expand
Dec 22, 2013Story is not that bad and the (only) voice is good, but it's hard to even consider this as a "game". You do nothing else apart from picking up letters and books, and hear what happened. No puzzles, an empty house full of useless stuff that you can pick up for no reason. That's it. It lasts 1,5-2 hours max, so no-one should pay it more than $2-3.
The only reason this game is getting awarded is because of the "politically correct" theme of the story (that I won't spoil, but will be clear pretty soon), so the entire game it's just a slimy operation to gain easy consensus, thing proven by the fact that developers themselves tend to delete any thread on the Steam forum and ban users that dares to move even the slightiest complaint about their perfect game and don't treat it like a GOTY.… Expand
Dec 22, 2013Gone Home is an excellent game that proves that games don't need to just be about killing. The game has actual depth, emotion, and a unique narrative method. I can understand why many would be upset with this game. the game is roughly two hours long, so the full price is a bit much. Thankfully, Steam is known for its sales. It is best to wait until it is marked down. Otherwise, it is a very simple and engrossing game that I found myself completely absorbed in. Once I started it, I could not get up. I had to finish it. I had to find out what happened. I had to experience it. Many take this game as an actual game. Gone Home is more of an experience than a game. It is an experience in atmosphere, character development, and (most importantly) emotion. This is a game of patience that requires attention. If you feel that video games truly are a form of art, Gone Home should be near the top of your list.… Expand
Dec 23, 2013This whole game's success is because muh feminism and muh LBGT. Why no games about divorced fathers living in a rented flat and struggling to live because needs to pay wages? Why no games about a man convicted with a fake rape accusation? Why no games about men losing jobs after coworker pretended he molested her? Why no games about men working an entire life for their family just to have his wife destroy 30 years of honest work in a month?
Why no games about women using guilt to manipulate children into religions or other ideologies?
This whole game's success is just a byproduct of the current society's hypocrisis.
Makes you think to what low point we have come.… Expand
Dec 23, 2013This review contains spoilers, click expand to view. The year 1995 was a very special year in my life, one that I, as a teenager, remember quite fondly. Among my memories of that time, I spent several days at my uncle's large house during the final week of October. His house has always been a place that has stimulated my imagination due to its size, design, and atmosphere a house not unlike the one featured in "Gone Home". From the moment I first heard of the nostalgic setting and period for "Gone Home," I knew I just had to have it.
First, the positives. Although some have taken issue with the graphics, I actually thought they greatly contributed to the game's overall sense of isolation and eeriness. I almost believed I was back in my uncle's house. The game's sound effects are equally beneficial to setting the mood. Playing the game with headphones on, I found myself wondering "What was that?" when I thought I heard someone in another room. And the control, though very basic, is pretty much all you need for a game like this, though I would've liked a "run" feature to help me get around faster.
Now, the negatives. The game is incredibly short. Three hours, done. Once you beat the game, you could replay it, but probably only once. Really, I don't see any point to replaying it even one time. The game's storyline was also very disappointing. I went into this game spoiler-free, so I was really let down that what seemed to be a thriller-mystery quickly revealed itself as a sappy love story that I had zero interest in. At first, I was thinking that maybe Samantha and Lonnie, two outcasts in their school, were going to form a suicide pact and were already dead, but revelations from Sam's diary gradually reveal that the two are lesbians who want to run away together. It's obvious that the game's makers are making a social commentary on homosexual relationships, but it just seems really weird to have that subject matter in a setting that feels more like "Resident Evil" than an after-school special. I also had a major problem with the inclusion of an actual Ouija board in the game. Though you never actually use it, it's there, hidden behind a wall panel. For those who, like me, are very sensitive about such things, this factor alone prevents me from recommending the game to anyone.
For over twenty years, "Battletoads," for NES, was the most overrated game I ever played. Within a few short hours, a new dubious champion was crowned. I really, really wanted to like this game. But, due to its length, story, and mediocre gameplay, I cannot agree with the critics who are singing its praises. In a year full of great independent games, "Gone Home" is not even in the same league as "The Stanley Parable" or "Papers, Please," two games that are not only worthy of their acclaim, but are already modern classics in my eyes. Is this the worst game I've ever played? No, not even close. I wouldn't say it's a bad game, but it's not even good enough for me to call it "just good". It's average. That's all "Gone Home" is, a critically acclaimed, average game. Way to kill my 1995 nostalgia trip, Fullbright.… Expand
Dec 26, 2013Can we stop with the obsession with this game? Gone Home has an interesting setup and completely falls flat after that. Sure the atmosphere is spooky but the game does nothing with it. I don't mind a game with minimal to no gameplay, such as The Walking Dead (which is amazing by the way), but Gone Home's story is very cut and dry, goes from point A to point B and then the game ends... IN UNDER 90 MINUTES!! Save your money and do not buy this "game"… Expand
Dec 27, 2013This review contains spoilers, click expand to view. Strange game. Word "game" is too enough for this. Interactive story or maybe interactive book, but not the game. Gone home has no interaction, no puzzles (except key hunting) but almost every time you're reading scraps of leters, opening drawers and turnings lights, investigating where your family is and what happend. That is the probably the most interesting thing in the game. The end came fast, all the time I expected some story twist but didnt come.… Expand
Dec 26, 2013This is the most insulting way I've been conned into spending 6€ for anything. The 'official' reviews are obviously either biased or something worse, because there is no way one would appreciate this.
I agree with some who said the reviews tell more about gaming journalism than they do the actual game. In fact, I think I won't buy a single 'real game' ever again.
This is the most amateurish, cringeworthy nonsense that I happened to see on a monitor. It would be offending to read it, but having to 'play' though it was so disgusting that words and comparisons fail me.
If you enjoy rummaging through an empty house filled with memories of a typical grunge/new wave problematic teenager girl, to the point of some idiotic and ineffective innuendo, you must be either:
a) a very bored teenager (nothing wrong with it, but I think you could find the flatness of the story annoying)
b) a new wave/grunge/etc hipster who when sees 90's stuff goes berserk and has Sonic Youth posters on the wall (you know the 'we killed our parents' one)
It's not a bad game. It's a bad idea and a worse execution. It's uninteresting, boring and plain pretentious to the point it becomes offensive to anyone intelligence. It's like supposing you've got so little to do, that you better spend time piecing together a B-class teenage romantic novel, masqueraded as a mystery.
It's not that, like some 'journalist' said "something different". Whatever it is, it's useless, meaningless and it's not different: it just tries to be different and fails miserably, becoming nothing.
It's not a game. And no, the story isn't interesting. It's stupid and very very shallow.
Donkey Kong had a better story… Expand
Dec 26, 2013This is a barely interactive story. People have been sold a bill of goods by reviewers who have missed the point of what they are supposed to do, review a game based on its quality, not on its message or for what it is. Basically people have seen this in film for a long time now where films are overly praised by critics and even given awards because a certain group feels "noble" patting themselves on the back for praising such material and then basically think that others who are less enlightened than they are should view said material. Basically the way many religions work. Its just very misguided because people want objective reviews, not ones based on political bias. I personally have no issues with the issues of sexuality, I'm probably pro everything they are, but I don't need to be patronized to and be told I have play something because they think its good for me, not because it has objective quality. Basically, don't lie to me just because you think its for a good cause. That kind of thing is never justified.… Expand
Dec 27, 2013There is no game. Saying there was a game here is a joke. The only reason critics like it is because of the lesbian empowerment angle. Yes, the game review industry is that sad. It's not fun, nothing happens, it ends and then you get angry for having spent money on this. Hipsters may like it, critics have NO CHOICE but to like it, but game players shouldn't be tricked into spending money on this.
Dear Esther is a much better game if you like this sort of "game." At least it has atmosphere and beautiful graphics. This allows you to explore a house I last saw in U9.… Expand
Dec 27, 2013This game makes for mixed feelings. From an artistic standpoint and the way the game goes about telling the story I may be hard pressed to not give it a 9 or 10. That being said from a video game standpoint, I settled on a 4. It's short, expensive, and at the end of the day is better suited as a youtube video than a game by itself. Interesting story, not what I expected but at the end of the day, this is worth it for $5 or so. $20 and you'll be left feeling robbed.… Expand
Dec 27, 2013This review contains spoilers, click expand to view. This is one of the worst games I've every played. I even created a Metacritic account to write a review. This game presents itself as a suspense/mystery/thriller. Even the trailers indicated such. My boyfriend got me this game for Christmas, because I had been interested in trying it out.
It starts out with a creepy feeling, what with the music and the storm. The house looks like it was ransacked. The lights flicker. The house creaks. No one is home, and you don't know where anyone is. You find out your father had a psychopath for an uncle, and it might possibly run in the family. Your mother is on the verge of having an affair. The house might even be haunted! All of these are the ingredients for a perfect casual mystery thriller. But no, this ends up being a young lesbian love story, and a pretty stupid one at that. The house isn't haunted, your father is completely sane, your parents are in couples therapy, and your teenage sister just ran off with her lover.
It was a complete waste of two hours, in my opinion. I only gave it a "1" because I finished it. Silly me, I thought the story would develop further than it did.… Expand
Dec 28, 2013Absurdly overpriced (20$) for a game that only lasts 1-2 hours and has very simplistic gameplay. I kind of wish I had some sort of warning about this before I bought it. The story is engaging at first until you realize nothing really interesting is going on and they may as well have made the story into a short movie or at least cut the price down significantly, I mean for a game that has story as its main focus the whole thing felt very underwhelming and when I figured out what the game wanted me to figure out I thought there had to be more to the story but I was wrong. I think I'd have appreciated it a lot more if the price was significantly reduced and there were more gameplay mechanics besides walking around a house looking at things but unfortunately Gone Home just didn't do it for me.… Expand
Dec 28, 2013Ignore the intellectual dwarfs giving Gone Home negative reviews because their reaction time wasn't tested and Kate didn't have any skill trees. These degenerates would have the world violently masturbating to military shooters while games showing any interest in developing an emotional narrative are brushed aside and deemed unworthy of even being called a game. The price to play time ratio is quite high, but when the quality of the time in game is factored in, I would rate this near (if not at the top) of this years' games. A beautifully somber piece of art that deserves a second chance by those who wrote it off.
The way the story is doled out through Kate's exploration of the house cannot be achieved in any other medium to the same effect, something ignored by the lobotomized swine who claim that this piece should have been a film or a short novella.… Expand
Dec 29, 2013Gone Homo is a pretty gay game, literally, and as such deserves a place in the trash. The fact that so many games journos heaped so much praise on it just shows how wildly out of touch they are with their fanbases, and how desperate these people are to latch onto hip political trends so quickly. As a game Gone Homo isn't one, as a story it's cringeworthy, and for $20 it's a mere 90 minutes of wandering around an empty house piecing together a story if you for some reason really want to lose more faith in humanity and see this abomination for yourself just head on over to your friendly torrent site and check it out for free, otherwise steer clear of this sandwich.… Expand
Dec 29, 2013Here's the thing, when I first watched a friend of mine play through Gone Home from start to finish, it hit me it a very tender spot. I adored it. I cried. But after purchasing it myself and playing through it again, I realized how shallow it is.
While it is debatable whether Gone Home is truly a "game", it is well know it is fully story based. I enjoy story games. I love more "artsy" games. However, I feel this one just is not as good as most make it out to be. Yes, it is very good with hitting one with nostalgia. Yes, it good with hitting you in the feels. Honestly though, that's it. And after the second time though it, I just couldn't connect as easily as I could before. I knew the entire story, I knew how it was executed, so there wasn't much left for me to do. There is little to no replay value. And for $20 as an original asking price for a 2 hour experience, it just truly isn't that worth it. I waited until it was on sale which I am grateful for.
Don't get me wrong. The story is really good for it only being told through notes and journal's left for you to find, but I just wish there was more to justify it.
I'm in a love/hate relationship with Gone Home. But in the end I just can't recommend it.… Expand
Dec 29, 2013Do not play this game expecting a gripping story or a complex plot. The gameplay is the only thing that this game had going for it, and the gameplay consisted of walking, reading, and moving small objects. The best parts was the ability to pick up most objects, and the navigation of the map. On the other hand, the downsides dominated this small list of good things. The plot was ok, but not exciting, really. There was nothing surprising and it was stereotypical of the time and setting. Some of the mysteries are unsolved, and there is not a satisfying closure. The game is extremely short, which actually does it justice because if you paused playing, you might think there is something exciting to be seen next time you play. That is not the case. I finished this game in just under 2 hours. I do not recommend it and I am glad it was no more than 10 dollars.… Expand
Dec 29, 2013This review contains spoilers, click expand to view. This game was horribly misrepresented by what I saw on steam. I expected a neat mystery with revelations and real discovery.. yet what i am met with is some stupid (albeit well told) little story about a lesbian girl and her aspirations or whatever. The exploration was somewhat cool and interesting until i found out what it was about. Then i just felt disgusted and betrayed.… Expand
Dec 31, 2013This is the result of the Femnazi Movement and will go down in history as such. It serves only as an indie glorified walking simulator. The developers could have made something worthwhile, like a new "myst-esque" type game. But decided to go down the political hipster route. The game has been bolstered unjustly in the media and has been shunned by actual gamers. This is a shining example of what is wrong with gaming.… Expand
Jan 1, 2014This is such a beautiful game; it literally took my breath away. It's heartbreaking, terrifying, and hopeful all at once, and it will surprise you at every turn. Don't buy into the BS negative reviews. From what I've seen, all those people were expecting Gone Home to be something it's not. It is exactly what it professes to be: a story exploration title. Not an adventure, not a survival horror, but an interactive storytelling experience. If that's not what you're looking for, then spend your money elsewhere.
However, if you want to be thrilled, touched, and even a little terrified without firing a gun or running from zombies, PLEASE play this game. I can't even remember how many times I teared up, even cried a bit. Even if you can't directly relate to the characters in this story, you can surely empathize with them. And I'll bet that by the end, you'll care more about them than you might want to admit. I sure do.… Expand
Jan 1, 2014this game touched me so much, that i actually just made my account on metacritic to defend it against many of these negative reviews. first, as others have said, it is true that this game is not for everyone. if you are the type of person that *only* enjoys fast paced fps with far more invested in explosions & bullets than in story-line, then you definitely should not bother with this game.
gone home is a truly original video game (although it could also be described as an immersive story/movie experience) that pays homage to many mid-late 90s dramas. definitely a must play for anyone who grew up in that time period, as the creators paid close attention to bring you back in to 90s culture & teenage angst,
the game is laid out in such a way that you are constantly asking yourself "is this a dramatic story? or is it horror? will a ghost jump out and scare me to death?" and each time you think you have the game pinned, you realize you were wrong...and don't truly figure it out until the very end. i cant stress enough that where other reviewers have stated this game to be boring, is actually very engaging, and each clue you find draws you in more & more.
on the topic of more, there needs to be more games made like "gone home". don't get me wrong, there will always be a place for fps, sports and racing games, but there really needs to be more games like gone home, where there is a truly beautiful story that draws you in & makes you more emotionally invested. so please, do yourself a favor and check this game out, if nothing else, you'll finish the game feeling refreshed for playing a unique game set at a truly different pace.… Expand
Jan 2, 2014This review contains spoilers, click expand to view. Pretentious garbage. Revolutionary story-telling of an interesting story...I think not. I made an account just to post all the things I hated about this game.
From the first journal entry, my head hurt wondering "Where is this narrative coming from? I just picked up a matchbook, and for some reason a 2 minute clip about my little sister's bad school day is playing. Why?" The story should have unfolded in a way that makes sense.
A supernatural-horror theme is presented throughout the game via clues and the well delivered spooky atmosphere. This theme is the only engaging element in the game. It compelled me to finish the game. However, it ended up being one of the most disappointing red-herrings I have experienced. It only distracted from and lessened the real story, which is less than mediocre.
Of all the stories which could have been told, the worst one possible was chosen. Any of the houses other residents, including Katie, are more interesting than Sam. In particular, the stories of the mom and Oscar are far more intriguing in my opinion.
The boring story of teenage angst and naive optimism relies on sentiment for impact. How much sentiment can I feel for someone else's whining, self-absorbed teenager. Sam is a lesbian and feels alienated from her parents and peers. That sucks. I get that. However, she lives in an enormous house, with two parents who love and care about her, are involved in her life, and encourage her to develop as a person in many ways. She makes her problems out to be much bigger and important than they actually are. She has absolutely no remarkable character traits.
20$, are you kidding me?
I played it for free, yet can't understand the glowing reviews despite the mind-bogglingly terrible decisions the developers made.… Expand
Jan 5, 2014If you are going to build a game that pushes the definition of the medium through the wholesale elimination of things like combat and problem solving, and focus entirely on atmosphere, exploration and story, you'd better do a damn good job of it. And Gone Home does a damn good job of it.
In Gone Home you are Kaitlin Greenbriar, 20-year-old white female, and you have come home from a year abroad, and no one is home. But you are greeted by a disconcerting note on the front door and so you find the key, enter the house, and explore, trying to find what, if anything, happened to your loved ones.
You will open cabinets and rummage through drawers and play cassette tapes full of rock and roll songs. You'll search upstairs and downstairs and behind hidden passageways. And in the process you'll learn more about your mother and your father and your long-dead great-uncle than you probably ever wanted to know. But most of all you'll learn about your sister, and the trials and tribulations of being a teenage girl in rural Oregon in the summer of 1995.
I know something about being a teenager in the summer of 1995 because I was one. Granted, I was a boy (still am) and I lived in Northern California, not Oregon, but let me say that this is one of the most pleasantly nostalgic experiences I've ever had. Everything from the cabinet full of pre-recorded X-files VHS tapes to the SNES cartridges to the late 80's holdover furniture to the handmade zines and concert posters is spot on. Nothing felt out of place or inaccurate at all, which goes to show the level of care and detail that went into crafting gone home.
That dedication to creating an authentic experience is also reflected in the voice acting, the writing and even the penmanship. Everything feels that it was written by a teenage girl or a well meaning parent and not just a writer trying to sound like one. At no point is your immersion broken at every point you feel like a young woman exploring her empty childhood home who just wants to make sure that everyone she cares about is okay. Maybe they will be. Maybe they won't be. You're never sure until the end.
The only flaw of the game that stands out and is worth mentioning is that there is a mild paranormal component hinted at during exploration that is completely unnecessary, adds nothing to the ambiance or the gameplay or the storytelling. Perhaps answering the "does the spirit of a long-dead relative haunt these halls?" question could have been another sidequest of sorts. As is, it feels tacked on and is distraction to the main story. It should have been played up or eliminated completely.
8/10. A good story well told in a complete if smallish world. Roughly 2 hours of gameplay with little to no replay value. Quality realistic art and graphics that lend to believability and immersion. Excellent voice acting and music completes the package. Great feels. Highly recommended.… Expand
Jan 3, 2014So, I'm 26 and with the exception of the odd iPhone one, I haven't played a video game in about 10 years.
I'm not a big book reader either and so the storyteller in my life is usually a TV screen, and so is why 'Gone Home' intrigued me, it was hailed as a story 'experience'. Not one I needed razor sharp reaction speeds to finish, but one with simple controls, simple graphics, and an incredible story.
It took me about two hours to complete, I think, I lost track of time to be honest thats just how captivating it was. Much like an brilliant movie or tv show I just want all my friends to finish it, not just so they can experience it's brilliance, but just so I have someone to talk about it with!
Next time you have a few hours free, instead of staring at a LED screen watching garbage stories, interact with one instead with 'Gone Home'. It's turned a total non-gamer into one craving more just like it.… Expand
Jan 6, 2014I get the discussion whether this 'game' should be counted as game or not, but no matter what the outcome of that discussion is, this was the perfect story to me.
The whole setting and vibe were very clever to get the player to want to get more answers and get them searching the house. The details of the house were absolutely stunning and well thought through. The main story and the side stories are very well written en told (I absolutely loved the voice acting). Basically, I really loved whatever Gone Home was and I don't think it's fair that it gets rated down because of the whole 'is it a game or isn't it?'-discussion.… Expand
Jan 6, 2014This review contains spoilers, click expand to view. I completely don't get those positive reviews. They may show how low level of narrative is satisfying game critics. I don't treat this as a game, it's not. It's sort of a virtual novel. But novel written by 19 years old ambitious but mediocre student. Nobody would print a book with story like this. And movie would be booed for sure. I don't get that special pregnant-women-like treatment.
Why game critics need so little to get excited? Look at critics score (around 85) and gamers (50).
It says a lot about standards.
Going back to the game itself.
Retro environment is ok. Especially for hipsters but it's fun to see vhs with x-files on it. Misleading side stories are ok, they give something to keep You going to that completely predictable and infantile ending. She is a lesbian? Really?! Whoa! Sixth sense all over again.
And...? Story should start here.
Two points for expanding virtual novels world. But it's still like Harlequin in world of literature.… Expand
Jan 9, 2014I have never reviewed a game before but this has been such a refreshing and awesome experience that I wanted to share my thoughts on this game. It is amazing and deep! Finally something different and truly engaging. Usually I find games of this type boring but not this one! I played it to the end in one setting. So very need and cool! Thanks Fullbright Company.
Jan 14, 2014Is it possible to be very excited and disappointed about a game at the same time? I guess it is.
"Gone home" is a refreshing approach to storytelling, leaves you on your own in the game, lets you explore your character's an her family's recent past at you own pace. The story is driven forward by searching for clues in the new family home, reading documents, notes, letters. And there are plenty items to examine. The setting includes numerous hints to the 90's pop culture that are a delight to discover.
The good: The game touched me in a way that usually only books or sometimes movies can. This is one of the biggest compliments I can give to storytelling for a video game so far. Many games are astonishing , fun and exciting but rarely the story of a games gets really through to me. This one did! The coming of age background is fun and dramatic, and even if the pace is your own, the story took me on an emotional roller-coaster ride at one point even worrying about another character.
The bad: Unfortunately the setting of the house does not fit. It is simply implausible and unbelievable that a house looks the way it does, regarding the characters described in the game. Some clues that you find, seem to be placed on the spots because of the timing of the story, because the time-line needs you to find them in that particular order. To me the look of the house does not fit the personalities involved which is a major turn-down. This might be a cultural thing related, architecture and mid-class social behaviour being different on different continents, but nevertheless I didn't buy it.
The ugly: The point that disappointed me the most is the fact that the game only uses a fifth of it's potential. Exploring the house, means exploring the life of your family and in this setting the history of the house. I do understand that the focus had to be put on one characters story, but in the end there are too many open ends. Too many questions remain unanswered. There is so much more I wanted to know about characters and my own characters past after finishing the game. It would be ok in a chapter based game with more DLC.
And for the price of 20€ I expected more depth and content.… Expand
Jan 14, 2014A clear cut 10, and here's why:
I approached the game knowing nothing of it, aside that it had gotten good reviews from critics I respect. If anything that makes it harder for a game to fly by well for me. Well the moment the game started I was mostly curious to see where it would lead. I'd try go through every bit of content for clues...
The sound effects in this game makes out atleast 40% of why it scores so well with me, its a frightening lonesome experience at first, but as you grow used to your enviroment you are more at home.
The fact that the game never gives you your goal, but the fact that it lets you realize yourself as the game progresses makes it so much more believable in the kind of story-setting it provides.
I think the story in itself in this matter is irrellevant, it could just as easily have been a story about something completely different, but presented in a similar matter the game would still have been as good.
As a challenge to the production company, I'd like to see the complete opposite of this story for their next game.… Expand
Jan 14, 2014I bought this game and bought into the hype that surrounded it. And it was sorely disappointing. It has great atmosphere, but it doesn't do anything with it. No twists, and what little build up there is comes to a very poor payoff. If you want to get an atmosphere of a home, go save yourself 20$ and go around your own house and pick up random objects for 2 hours. You won't be missing much.
Jan 14, 2014This review contains spoilers, click expand to view. $20 for a boring 1 hour game with a bad story....great. No idea why it's being showered with the critical praise it's been getting.
The story is sub-par, the game is technically/graphically average, and it doesn't really bring anything "revolutionary" to gaming (we've been discovering stories by finding clues for a long time now...)
The entirety of Gone Home's "gameplay" consists of walking around a house and looking at/ touching objects...seriously...that's the entire "game", no puzzles, nothing. Don't waste your time with this poor excuse for a "game".
Again, I don't get why it is getting showered with praise unless it's some sort of industry-wide prank by the "professional critics" who, apparently, are so out of touch with gamers that they are giving this trash near perfect/GOTY scores while the majority of users are giving it near 0 scores... Is it the subject matter of a lesbian girl? I mean, who cares?? That doesn't make the story any better because the teenage sister is a lesbian and it doesn't improve the bare bones graphics and lack of gameplay!!! So what if people are gay??? Does it really matter that much? If so, why?… Expand
Jan 15, 2014Gone Home is more then just a video game, it is more then a story, it is a revolutionary experience that has transformed the video game world. For each person, Gone Home is different. Taking the role of Kaitlyn Greenbriar, you arrive at your house in 1995 after being abroad for one year. Expecting a warm welcome by your family, you arrive to a deserted house, filled with mystery and secrets that contain the answers for the unknown. Unaware of what has occurred over the last year, Gone Home is a game that is filled with exploration mystery and discovery. You roam the house in search of answers, looking at artifact after artifact, piecing up the puzzle that is your own family.
Gone Home is a game that dominates in every category. It follows a great and incorporative story and the graphics, sound and gameplay all excel the overall game. Personally, I believe that the sound in the game immensely enhances the gameplay. The sound creates the tone and mood of the game. It generates a gloomy, nightmarish, tense and desolate sense to the game, which greatly adds to the plot. Furthermore, the use of the Riot Grrrl music scene also enhances the gameplay. The Riot Grrrl scene is parallel to Samantha Greenbriar. Samantha is a troubled girl who struggles with the decisions of teenage life. The Riot Grrrl movement is her escape, her answer to all of her problems: sexuality, woman’s rights, abuse, etc. Although the Game is rather a free roam, it follows the plot of Samantha’s journal entries, scattered around the house.
The gameplay is rather fluid and keeps you on the edge of your seat. It keeps you constantly engaged, in search of artifacts and clues. The game allows you to do whatever you desire. It is free for your exploration. The reason why I believe this game is so unique is because it simulates literature. There are many games on the market that keep you active through action and adventure, but this game keeps you active through mystery. Throughout the entirety of this game, you discover secrets about the Greenbriar family. What you do not notice however, is that you actually never encounter any family members at all. It is a piece of literature that takes the viewer and allows him to unravel the story.
I give this game a 10. It kept me intrigued, it made me think, it made me laugh, it accomplished everything that I expect to take away from a game, and it did it to a outstanding level. I recommend this game whole heartily, as it is a revolutionary game.… Expand
Jan 15, 2014Gone Home is among the pioneers of the story exploration game genre. Story exploration games focus gameplay on a story as opposed to other game mechanics such as puzzles. Gone Home is set in 1995, the player character is a girl named Katie Greenbrair who returns home to an old mansion her family inherited from her uncle while she spent a year abroad. It quickly becomes evident that the house is vacant. It is the player’s mission to rummage through miscellaneous artifacts littered throughout the mysterious house to piece together hints to discover the whereabouts of the rest of the Greenbrair family. The artifacts found around the house expose three major plot lines, which revolve around Terrence, Katie’s father, Janice, Katie’s mother and Sam, Katie’s younger sister.
The high points of the game are the visual realism of the house and the game’s sound effects. The well-designed rooms around the house containing various artifacts create a lived-in atmosphere. For example the kitchen is realistically disorganized and Sam’s bedroom feels like the bedroom of an angsty teenager. Not only are the rooms realistic, the artifacts within them are equally real. These artifacts include a variety of detailed notes, full length short stories, telephone messages, documents and diary entries. The voice acting and writing done for these artifacts has such attention to detail that it feels like you are actually reading a note written by a 17 year old girl or hearing about her private feelings in her diary. The ambient sounds of the game, such as the soothing yet chilling sound of a thunderstorm, along with the eerie sound of the house creaking accents the mysterious tone of exploring the so called haunted house. Furthermore the variety of Riot Grrrl hits (played by putting found cassettes into tape players) shows Sam’s “stick it to the man” attitude. For example in Sam’s room there is a cassette with the song “Cool Schmool” by Bratmobile which speaks to Sam’s situation with lyrics such as, “I don't wanna hear how many friends you have cause I don't have any.” These lyrics speak directly to Sam’s situation when she first moved into the house as she was having trouble making friends.
The negative aspects of the game are the price of the game, the game’s controls and repeated artifacts. Although exposing the game’s story line is rewarding, at a cost of $20 for 2-3 hours of gameplay is not great value as there are numerous other games you could get much more playtime out of for the same price. Secondly not being able to run in the game although not necessary was an inconvenience while trying to search for a specific artifact or travel across the house. Lastly there were many artifacts that were repeated throughout many rooms such as the same tissue box, the second edition of Terrence’s novel and inoperable three ring binders scattered around the house.
Having not remembered the 90’s due to my age I was not able to experience the nostalgia from the 90’s culture references. For this reason I would recommend this game to anyone who lived through the 90’s, as I do not believe it is worth the $20 for 2-3 hours of gameplay if you cannot fully relate to the culture of the atmosphere.… Expand
Jan 18, 2014Gone Home is an absolute masterpiece. Mix excellent atmosphere with an engrossing story and intuitive gameplay, and that is Gone Home. You play as Kaitlin, a girl who just arrived home from traveling abroad. Instead of coming home to see her sister and parents, she finds the house inexplicably empty. You proceed to spend the next two hours or so digging around the house to figure out what's going on. Along the way you get to hear audio diaries by your sister, Sam. These are the main structure of the story in Gone Home and by far my favorite element. The voice acting is superb, the music is beautiful and Sam's story had me in tears by the end of the game.
The gameplay in Gone Home is very simple. There is no combat. There are no interactions with other people, and hell, you can't even jump in this game. However, this makes for a very compelling game. There are many people who say the gameplay is too basic for Gone Home to be a game, and that this story is better suited for a short film. I don't think those people could be any more wrong. Playing the game and exploring on your own makes it so that you see what you want to see, and you learn what you want to learn about the story. You feel as if you are finding out what happens as opposed to someone telling you what happens.
All in all, Gone Home was a fantastic example of an indie game. I've never spent $20 in a better way than buying this game. If you love good, simple stories and want to be enveloped in a game for two hours or so, I highly recommend that you buy this game.… Expand
Mar 11, 2014Over all was interesting. I like how the story of it unraveled. Seemed to have just enough clues to help solve what ever simple puzzle was going on, and, or on where to go next.
It really kept me glued to it most of the time for the few hours it took to play/walk the game.
I think they are on to something here, but in the end I was a bit cheated and disappointed.
I was starting to feel let down when it was obvious where the story was headed. What was the main story I thought was just a side story.
Either at one time, or, it's just to throw you off, you play because you hope there is something supernatural in the house. For a while I suspected that maybe I would find "Sam" hanging to death in
some secret passage.
Instead I am forced to hear some homosexuality story. Not that I have some hatred towards homosexuals, but then at the same time I don't really need to know all the details of it.
I don't really care if you want to have sex with animals or inanimate objects, etc., for the most part I'd be like okay, yea, please don't tell me about it, I'm not asking.
But like a lot of homosexuality in the media, etc., as in this game you are forced to know about it, and it ends up being the story.
I don't like all the "haha you thought you would see ghosts, or something (interesting)". Yea I'd rather see those things then rather have it all be about homosexuality.
I don't see how people gave this the "game of the year" last year.
Other then like Hollywood it seems obligatory for like minded people to give such subject matter high praises. Like it was no big surprise that "brokeback mtn" got so many Oscars et al.
Okay, just over hyped and shallow in the end.… Expand
Jan 22, 2014An OK but not great story with an OK but not great game mechanic. Those two things combine for a game that is rather bland. It gets some points for dealing with subject matter that isn't usually covered in video games but that's not enough to make it a good game.
Jan 26, 2014Ok graphics. Almost spooky. interesting. Open another drawer. Storyline shock. Offended. Bored. Still Bored. Offended Again. To Plot, or not to Plot..., Wait, that's the end? No, really that's it? Check for passing time... 2.5 hrs. Should have went bowling.
Jan 26, 2014I think that this game is an important step in the right direction, but in all fairness it is too expensive for what is offered. I have never felt this warm and intrigued by a game space. Exploring the house feels like an experience I had when I was younger, walking around the house that my family just moved into. A game has never really been able to draw me in like that before. I would love to see another game where you simply explore a space, but I feel like that space needs to be bigger if you are going to charge $20. If this game was $5, I would easily give it a 10 out of 10. I also found the story to be, while engaging, slightly underwhelming. I liked it but you feel like you are getting baited into something (with the Oscar subplot) only to be let down lightly at the end. I had an unforgettable experience exploring the house but it needs more content for the current price to be justified.… Expand