That thing? That whole "you expect the game to be about ghosts and stuff but then it isn't"?
That's the joke.
I'm kind of amazed at how many people don't get this at all. I don't know if that's making the devs glad that so many "gamers" went for it so hard or making them give up on humanity. I mean, they do play up the survival horror clichés a lot on purpose, but I wonder if this oblivious ranting is as satisfying to them as the clever, I-see-what-you-did-there acknowledgement that I assume they were fishing for.
Why do you assume that people who didn't like the end doesn't "get it"? Of course we get it, it's not some sort of deep philosophical meaning behind this that makes you or anyone else special for appreciating it. Just accept that people want different things out of video games, some like to have their expectations turned upside down, and some people like to get creeped out.
I was actually pretty annoyed with Patrick's review because off how he tried to sell us the game by going on about how the "house has a story to tell" but when in reality the opposite is true. And we're supposed to be awed somehow because of that, because it did something we didn't expect?
If the game had crashed in the middle by design and become impossible to start up again, that'd been unexpected, but I wouldn't have been satisfied with it.
It did have a story to tell. I'm not really sure what Patrick was wrong about. The story just isn't about ghosts. It's about what this family has been through that past year.
That's one aspect I would fairly count against this game. You're not a stranger to this house, yet you're "discovering" these secrets in the house (that you already knew about, presumably) as you read letters as well as the code to your own lock, etc. I understand why it was done for the purposes of progression and narrative but it makes little sense for someone who's lived in this house their whole life to basically forget all this stuff then go "oh right the secret hallway etc" after reading an old letter. That led me to the expectation that this person isnt who she thinks she is, so that didn't pay off narratively and really was simply a function of being a game and needing a game style progression.
You're playing as someone who had been abroad for a year. All of this stuff happened when you were gone. This is the first time that person has ever been to that house since the family moved there after you left.