Its unconventional, non-violent subject matter and gameplay also skilfully and confidently prove that not all games need an "attack" button to be enjoyable and interesting -- and given the growing sense of weariness a lot of us have been feeling with super-violent experiences, that's something that should be celebrated.
Gone Home is the video game equivalent of those movies that nobody knows about, but the originality of which overturns the concept of cinema and pierces the big blockbuster movies like a small but sharp sword.
Dear Katie, when you arrive at home, you won't find me. But I've left plenty of messages for you to get to know me better, and even more. You'll find yourself amused. Your sister, Sam.
Gone Home's crisscrossing threads, like any good short story, are sure to have your mind racing as you try to unravel what's going on. This heavy sense of mystery is mixed with a dose of nostalgia that might have you head-banging.
The delivery may need a little work, but Gone Home’s story is one that’s well worth being a part of. It’s dense, rich, striking and moving; few games this year will leave quite such a mark, and despite a few missteps, it could well prove a watershed moment for interactive storytelling.
As a statement of intent, Gone Home is laudable; as a technical exercise in game narrative, it's compromised, but it definitely has its strengths and is worthy of study. But you can't escape the sense that Gaynor, Zimonja and Nordhagen started on this project with grand designs for games as a storytelling medium, yet without a story they desperately wanted to tell.
For the purpose that this game tries to achieve, it's perfect.
For me, Gone Home was the game of 2013, and I would love for this story to be continued, to find out what happens with the family.
What mostly stands out to me, is the voiceacting, the musicscore, the interaction with the environment and the level of detail found around the house.
This is a story-based first-person game, where you must uncover the story as the game progresses. Curiosity carries the game, and you are like a detective trying to find out what has happen.
I respect that this game is not loved by anyone, but for me it ticks all the boxes for what I love in a game like this. It has funny, sad, serious and lovely moments, and the dynamic of the game changes as you learn more about the story. And I like this story, and I would like to know what happens next.
An okay, short game. It was basically a movie, both in how long it was and in how little gameplay there is. I played it curled up on the couch and it was good for a quiet evening.
It's a very interesting story, with a cool atmosphere. There are some gameplay stuff that are bothering me, I don't see any point in picking up toilet paper billion times etc, and sometimes looking at objects wasn't working properly, or the fact that there was no actual model of character I'm playing (shame), but other than that I had fun playing.
Honestly, the game was fine. I rated it a 4 because the game relies upon the story to elevate it, but the story has little to no depth.
The story of the sister was a roller coaster, but ultimately you learn everything you need to in a matter of an hour and a half. I don't know about other people but for me to really gain emotional attachment to characters and stories, I need more than an hour or so of 15 minutes of setting the stage, an hour of build up, and 15 minutes of payoff.
Nothing about the game is dumb, but nothing about the game really warrants you actually experiencing it either. For the most part, the parts of the story that I felt were supposed to hit hardest, felt like things I've read, watched, and personally experienced a dozen times before.
Who would I suggest this game to? Someone who can relate to growing up in a two child family, with parent issues, who moved to a new house in the middle of nowhere and one of the two siblings has difficulty connecting to others like most.
Also, you shouldn't spend more than $5 on this game.
I don't like these kind of games. In fact, It's not a game. There are no mechanics, there is no plot. We should call it an interactive story and put it on some new shelf, and don't compare it with actual gaming.
SummaryThe eldest daughter of the Greenbriar family returns after a year abroad. She expects her parents and sister to greet her. Instead she finds only a deserted house, filled with secrets. Where is everyone? And what's happened here?
Find out for yourself in Gone Home, a first-person game entirely about exploration, mystery and discovery....