The story this game tells may not be groundbreaking, but it is solid and human which are adjectives that don't apply to many games. More interesting to me is the fact that the story is only as effective as it is because it is told in a game. In almost every case, games with memorable stories communicate those stories with techniques borrowed from film. Namely, you stop playing the game while a cutscene plays out, or maybe you get some background information from an audio log that plays while you perform unrelated gameplay.
In Gone Home, the gameplay is the story -- this couldn't be done in another medium. There are "audio logs" that play while you rummage around, and I can't decide if that's unfortunate or not. The acting and writing is great and affecting, and I think the game did enough to ultimately contextualize them, but I did feel like the artifice was a little too close to the surface if I let myself think about it for a few seconds. I almost wish Sam's story came across through the same mechanisms the parents' stories did, but that's probably just because I want there to be an example of a well-told story that didn't have to lean on that particular trope.