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.
Succeeds immediately on mood, with an eerie atmosphere that opens many possibilities on what the plot will ultimately reveal. The result ends up being moving, a masterclass in pacing, with story details slowly portioned out in each room before a hopeful ending closes out a melancholy tale.
Short game, can be completed within 2 hours but the story is what matters the most. Great music, really good voice acting. I was curious about the game. Amazing atmosphere, well written story. I was on the edge of my seat and wishing all ends well.
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.
Peak 90's vibe. Loved it from the start to a somewhat unexpeted finish to say the least. Had to play it in one go. Story is a pleasant journey through the lives of....(can't say, because I would spoil it). Take your time and explore I would ****-in-all just a good game. Without spoiling a single thing, the subjects combined with the overall storyline is very well done and an absolute plus for this particular game.
I've thought a lot about this game and its story. I feel conflicted because it’s both sweet and nice, but also kind of messed up. The rest of the game leaves a lot to be desired in its 1½–2 hour story. There are only 2 main things to analyze: the core gameplay and the story.(Quick review — the gameplay was bad because there essentially was none, and the story, while a bit charming, felt like something off a fan fiction website.)Gameplay:This was presented to me as a walking simulator, but most of the time you're just standing there reading or waiting for audio logs. The gameplay doesn’t benefit from being a game — it feels like it could’ve been a short story online. Most of the gameplay is walking and reading. They try adding interactions, but moving objects and inserting things doesn’t make good gameplay. A big part is “finding” secret entrances, but the game basically tells you where to go. It was neat the first time, but got less cool each time.Some notes are hard to read due to poor handwriting; a transcript would’ve fixed that **** only positive is the visuals and atmosphere. The house feels lived in yet creepy. It doesn’t load perfectly, but I only had one issue. While the interactive parts are weak gameplay, they do enhance the atmosphere.Story:The story is the strongest element, which isn’t saying much. Director Steve Gaynor intended it to be hopeful, but it doesn’t feel that way.Spoilers: The main story follows Katie returning home to find her family gone: her mom Janice, dad Terance, and sister Sam. You find Sam’s note saying she left and not to snoop. You then explore the house to uncover their stories.Terance: Failed writer whose dad gave him the house. His story ends with a publisher accepting his book. It’s the weakest.Janice: Park ranger who fantasizes about a friend Rick but ultimately recommits to ****/Lonnie: Sam is shy, gets bullied for living in a “ghost house,” then meets Lonnie. They fall in love, but it’s messy. Lonnie is the “you don’t get me” type — red hair, rock band, supernatural stuff, military program. Their relationship affects Sam’s grades and home life. Eventually, Lonnie leaves, calls Sam saying she doesn’t want to go, and Sam immediately runs away to meet her. This is meant to be a hopeful coming-of-age story, but it doesn’t feel hopeful. Two 18-year-olds with no plan drop everything for love. Romantic? Sure. Hopeful? No. It’s a cringe message to end on. Overall, I didn’t like the game. The gameplay was shallow, and the story felt unfinished and ended poorly. Strong 2 to light 2.5 stars (4–5/10). It’s the most I’ve analyzed a game I disliked.Dear Edith Finch Players:This game is not What Remains of Edith Finch and shouldn’t be compared. They share similarities, but Gone Home in 2013 took baby steps so Edith Finch in 2017 could run a marathon. Don’t treat them as equals — they couldn’t be further apart.
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....