Giant Bomb Review

300 Comments

Gone Home Review

5
  • PC

This house has a story to tell, and players patient enough to listen will be rewarded with a touching story that won't soon leave you.

Have you ever walked by an empty house, and thought about going inside? A house is just a pile of bricks until someone lives inside, and then it becomes a home. Houses have stories to tell, so long as we’re willing to listen. Gone Home, the debut game from The Fullbright Company, is about one very specific house with one very specific story, and it’s asking you to listen closely.

Lights turn off and on, drawers open and shut--Gone Home's house is full of unbelievable details of the mundane variety.

It’s difficult to talk about Gone Home without saying more than should be said for anyone already sold on it. Do know that Gone Home has lived up to sky-high expectations for the next project from the creative team that delivered the exceptional Minerva's Den add-on for BioShock 2. For anyone that’s curious to know more about what makes Gone Home work so darn well, keep on reading.

Gone Home is set in 1995, and opens with the arrival of Kaitlin Greenbriar. That’s you. Returning from a whirlwind trip through Europe in the dead of night, Kaitlin approaches the front steps of her house during the height of a crackling thunderstorm, greeted by a hastily hand-written note from her younger sister, Sam. The note instructs Kaitlin that she’s gone and not to worry, which, of course, is every reason to worry. What happened here? Gone Home is played from a first-person-perspective, and there is no combat. This is a game about exploration, though one not without its share of tension. But you will never pick up a gun, and your primary means of interacting with the world is opening doors, shuffling papers, and closely examining nooks and crannies of your family's house. If you think you can touch it and interact with it, chances are The Fullbright Company will give you the option to.

Though Kaitlin’s family lives in this house, everything is unfamiliar. There’s a map that fills in as you progress through the house, appropriately labeled as it becomes clear what each room’s function is. The Fullbright Company has meticulous hidden letters, books, notes, magazines, manuscripts, inscriptions, cassette tapes, labeled recordings of X-Files episodes, and countless other objects throughout the house. Hidden is the wrong word, though. If someone was tasked with combing through your home and building a narrative from what was inside, it might feel like some of your stuff was hidden, too. Instead, this place feels incredibly natural. It looks...like a home. It’s messy, there are boxes everywhere, and Kaitlin’s mom was probably upset about the lack of help. There are no objects fluttering with gold dazzles to signify their importance. It is absolutely possible to miss key bits of information, but if you never knew they existed, how important were they? The story you tell in your head is only as real as the the information in front of you. Do missing pieces matter, then?

By god, though, is it fun to look at the pieces. They are everywhere, and each colored with immaculate detail. Fans of the high-resolution image genre will fall over themselves looking through the meticulously detailed pieces of history The Fullbright Company has constructed. The few times where images aren't detailed enough to read the tiniest bits of text are disappointing, but only because nearly every other spot in the house has been given such close attention. Heck, there are even physics associated with some of the objects. Cassette tape holders open, flip around, and reveal secret messages to those clever enough to manipulate them in the right way. And for those who are worried about causing a mess, the game even includes the ability to place things exactly as they were. It's the kind of touch that speaks volumes about the game's design values.

There is a path through the game, but how long you spend on that path is mostly up to you. There is very little preventing the player from barreling through the main storyline, though you’ll have to slow down to discover triggers that signal how to access locked parts of the house. These bits are deliberately easy to find, and are often closely connected to a series of voice overs by Sam, talking as though she is right next to you. (Sam is voiced by Portland voice actor Sarah Grayson, and she does excellent work here.) If anything, what’s difficult is convincing yourself to move to the next room. Patience is rewarded in Gone Home, as patience will help you discover the answers to all of your questions. Everything you want to know can be found within the house, though the game will not connect the dots for you. There is no plot summary, and material is sometimes presented out of order. This makes exploring the house, even after the story ends, continually satisfying.

Without spoiling, this all makes Gone Home sounds much more mysterious than it actually is. Still, it’s impossible to explore the house without cringing as a door creaks opens, or you start walking into the basement. Thunder and lightning strike without notice, making their appearance all the more startling, but it’s not timed to the flickering of lights or an eerie noise down the hall. There are no jump scares in Gone Home, and there are no ghosts hiding in a closet. But all the same, Gone Home feels exceedingly creepy, and the game thoughtfully plays with the differences between its dramatic presentation and the actions actually playing out on the screen. I mean, when you’re alone at home and it’s time to turn off the lights, it’s easy to tell yourself there’s nothing following you around the house, but once that idea pops into your head, it’s hard to let go.

Not everything in Gone Home is there for a reason. Much of it is there to color the world, and provide a sense of time and place.

The experience of playing Gone Home becomes more impressive upon reflection. We’re used to games hitting us over the head with big plot twists and character moments. Games are often the opposite of subtle out of fear the audience will not understand the magnitude of the moment. “We wrote this story, and this big thing happened, you see, and you better get it!.” As the layers are removed from Gone Home’s story, there is no suite of violins to underscore the revelations, and no characters to remind us what we just read or heard. (Chris Remo's soundtrack is, however, hauntingly beautiful.) Gone Home places an impressive amount of faith into the player to discover what The Fullbright Company has laid out before them, and seems willing to lose players who aren’t going to put in the effort to come along. There is, for lack of a better phrase, a “holy shit” moment early on in the game, and it acts as though nothing's happened. The house is still there, you’re still alone, and it's time to move on.

Prepare for a nostalgia hit, too, and not just '90s references. Gone Home will remind you what it’s like to be young, naive, and full of passion. Everything mattered and nothing mattered. No one understands you and no one ever will. The world is both infinite and unfathomably small. As the story unfolds, what’s remarkable is just how unremarkable it really is. Gone Home is an epic story, but its definition of epic is far removed from how we usually talk about scope and drama in games. It’s epic, personal and revelatory to the people involved, and that’s why it’s so special. The moments in my life that I cherish the most--my first love, realizing my brother was my best friend, moving to San Francisco, getting married--would not register against saving the universe from an alien threat, but these are the epic moments in my life. Gone Home grounds itself by reveling in life’s quiet, defining moments, the ones you might write down in a diary, underneath a set of books, only to find years later.

What a crazy kid you were.

Patrick Klepek on Google+
313 Comments
Posted by Breadfan

I really enjoyed my time playing Gone Home. I went in completely unaware of any aspect of the game, and I was blown away by the storytelling - both in the presented information, as well as the bits of side stories scattered throughout the home. Though one of the complaints lodged against it is that the price point, I felt like I got more out of it than most full priced retail games.

As for all the vitriol that seems to be flung at this game all over the internet in response to the game's high praise - move on. People come to games for different reasons. This game won't be for everyone, but if you open yourself up to games that break away from the traditional format Gone Home is worth checking out.

Good write up, Patrick.

Posted by bikedog

Game fuckin' sucks. Good ambiance. It's worth slightly more than what somebody should pay to access rainymood.com

Edited by xantar

The Game elements in Gone Home might be limited, only 7 or so overall. But the idea of exploring a space that should be familiar but yet is not due to a prolonged absence is an interesting one.

Sure, some elements are lacking, only so many things are detailed, most do not have correct labeling, everything is missing ( in Dev shots they were there, SNES and TVs), and the mention of Male Gaze feels out of place. The story of a person coping with a new situation and eventually realizing their sexuality is interesting. The comparisons to Dear Esther have merit, but the story in Gone Home is only revealed as you progress through it. Those who main line through the story will only experience the 'high' notes, while bypassing the details of Sam's past year and never understanding your parents or the prior owner of he House on Arbor Hill.

Gone Home at the price point of 17.00 - 20.00 might seem a bit high, and if you are expecting a Survival horror game that might and should turn you away. But Gone Home is worth it.

Gone Home is an interesting experiment in environmental storytelling, you get out of it what you want.

For me it might help that I was in high school 1995-1999, close to the time of the characters, and known a few people similar. So that might color things a bit, and a few other reviewers.

As a final note, if you have been following Gone Home since its announcement, it might be worthwhile to play it 2 or more times. Gone Home benefits from you just letting it happen, preconceptions might taint it a bit.

Posted by Breadfan

The cynic in me can't help but believe that the raving reviews are a result of gaming journalists' attempts to distance themselves from the misogny & homophobia attributed (often unfairly) to the gaming community rather than a true measure of the quality of the story itself.

I've seen similar posts on other reviews of Gone Home and I didn't get that vibe at all playing the game. The story felt totally organic. It's just taking on some more mature subject matter than games usually delve into.

Edited by matfantastic11
Posted by Tebbit

Gone Home reminded me why I love games.

"Gone Home will remind you what it’s like to be young, naive, and full of passion. Everything mattered and nothing mattered."

That rings incredibly true. It brought me back to when I didn't blast through games. I stopped and investigated the textures, and the corners, and evaluated the geometry. Playing meticulously rather than carelessly brought me back.

Man... what an awesome game.

Posted by doobymoo

@zfubarz: I was wondering about the "holy shit" moment Patrick mentioned and I can only think of.. the bit where you go into the first secret passage and the bulb goes pop.

Posted by rcath

@patrickklepek This was a great experience, thanks for the recommendation Patrick!

Edited by Godmil

Wow, that was great! I was totally on edge throughout, not knowing quite where it was going to end up.

I was a bit worried that I'd have buyers remorse spending £13 for a 2hour+ game, but that was well worth it. Glad I got through it before too much was spoiled.

one thing though, from reading these comments I totally missed the bits about...

the Dad's childhood, I don't even know where they could have been, I thought I saw everything.

Posted by ICantBeStopped

I kind of think this was a waste of money. I got a LGBT agenda heartstring tugger in the guise of a spooky detective game.

Posted by bkbroiler

@fobwashed said:

@patrickklepek

Spoilers below.

I swear I was super creeped out for like 3/4 of the game until I finally realized that it wasn't going to pull any kind of insane jump scare, paranormal trick on me. I also actually thought that it was going to end in a double suicide in the attic. . . An amazing game. Really well done ending and very nice review.

That perfectly describes my experience with the game.

Yep, same here. Very creeped out until i realized what the story was actually about.

Posted by bkbroiler

Also great review! Probably my favorite thing Patrick's written.

Posted by benu302000

@icantbestopped: The fact that you use the term "LGBT Agenda" means you're probably a super awesome human being.

Posted by Cybexx

Great review, played through the game in a couple of hours last night and really enjoyed it. It reminded me of Dear Esther a lot, another game heavy on narration, environmental storytelling and light on gameplay.

I was a bit mixed on Dear Esther, super pretty but I never quite felt I was in its world or connecting to its story, it was more like wandering through an art gallery. I could appreciate it and ponder its message but not much beyond that.

I totally connected emotionally with Gone Home however. While Dear Esther leans heavily on its well written prose, Gone Home invests in its characters. The story it is telling about its characters is clear but its up to you to find the pieces and make some of the more subtle connections.

Gone Home is also much more of a game, with some light puzzles and rewards for exploration.

Posted by Ravelle

@doobymoo said:

@zfubarz: I was wondering about the "holy shit" moment Patrick mentioned and I can only think of.. the bit where you go into the first secret passage and the bulb goes pop.

Perhaps he meant The blood, which turned out to be hair dye.

Posted by Pezen

@cybexx: I personally adored Dear Esther, maybe because I'm a sucker for well written naval gazing, but reading the review I was instantly reminded of Dear Esther's narrative style. And seeing someone having played both say they made the connection too sounds promising. I've been curious about this game, looks like I might have to pick this up. Especially liking the sound of giving the player the benefit of doubt to be able to figure things out on their own.

Posted by Belialjtg87

@flindip said:

@helios1337: Patrick has a tendency to over praise things in the "games with a message" category. Add to the indie nature of the title and Patrick is going to give a 5 star review.

I got no problem with this. These types of games speak more to him personally. Although maybe his objectivity is a little bit questionable as a consumer piece.

I agree, however I see nothing wrong with it. Patrick is my go to guy to find out about indie games. I like the fact that giantbomb tends to allocate their staff to their personal preferences in games. I may not always be in the mood for "heart tuggin' indie game", but I still believe he consistently offers fair reviews and helpful information. Kinda how I'm gonna go to Brad for RTS jargon, and Drew for sim games, although he's not a reviewer he still gives relative opinions in quick looks etc. Kevin Van Ord (gamespot) will always have relevancy in my opinion when his judgment is laid upon an RPG. Where as I will hardly ever believe anything Tom McShea (also GS) ever says about a game, strictly because our differences of what a good and bad game are differ greatly a large majority of the time. This is a bit of a bummer to someone coming to the gaming scene relatively fresh, and looking for purchasing insight for games. Following the content and learning the reviewer's/staff's opinions, preferences and demeanor can help out when you go to lay down that hard earned cash. Vinny also is a great litmus test for RPGs. But just as they have their opinions I have mine, of course.

Edited by DonPixel

As a non American I found a lot of the praise in this game a bit of hyperbolic, a lot of it seems like an homage to 90's US, it relays to much on referential stuff... I mean more specifically northwestern 90s hipster kind of thing.

I guess that's cool and all, nothing wrong with it really... But in the other hand I can see this go like whatevaaa to the rest of the world.

Edited by Dinosaur_PhD

@joeyravn said:

I absolutely loved the game. The price may be a bit too much, but, hey, it's well worth it, IMO. The "main" story of the game was very well done, if you ask me, but what really captivated me was the little bits and pieces from Oscar's past story and how it affects the lives of the characters in the present. I loved how the thing that happened was left unsaid, but, at the same time, tied in perfectly with the rest of the story.

A truly amazing game, in my opinion. I was scared, I was sad, I was curious, I was touched, I was relieved and I, in the end, I was happy. That's much more than what most games manage to do to me nowadays, and I wholeheartedly welcome the change.

What really affected me, was the father's story. The story as a whole came together rather nicely, with the dynamic between the non-present characters being basically well-realized and the singular arcs coming off especially natural and full-formed. It made me feel in a way that I'm not entirely accustomed to games doing.

The only facet of the story I found lacking, was your character's place among all of the happenings. You can read your post cards and infer basically your slot in the family as the achiever, as opposed to your sister with a more creative or "rebellious" streak, but it would seem, otherwise, that you were a stranger rooting through these peoples lives.

Posted by VarkhanMB

Really glad I read the review and checked out a few minutes of the Quick Look. Bought the game and only played 45 minutes, but man I just love the atmosphere. More than once already, I felt shivers down my spine, and kind of choked up because it brought back a lot of feelings or memories. So far it's been a blast.

Posted by Gone_Home_Is_Not_A_Game

Definitely not worth 20$. If you enjoy these kinds of experiences, that's fine, but there is not a shred of gameplay in this and for something so basic and limited to get a 5/5 is truly shocking.

Posted by S1RE

@

5/5 and a glowing review sent me to steam to buy this "game" for just under 20$.

If that's wat you can call it. The "game"'s mechanics was opening drawers and doors and following bread crumbs. Basically point and click adventure. Point at everything and click and see wat story unfolds for 2 hours.

No choices, no gameplay, no action, no alternatives, one direction and its point and click.

You give this awesome review cause its really worth 5/5 or cause your friends with the developers cause on content alone for 20$ I expect a hell of a lot more than point and click and 2 hours.

2.5/5 tops just on the story alone cause that's all the game is... an interactive story, not a game.

Edited by thatdudeguy

I agree with the 5/5, but I don't begrudge anyone disliking the game. This game made me feel dread on a level that I've never experienced in a video game. The whole experience was creepy, fascinating, and powerful. And the endgame is one of the most intense moments I've ever encountered in a game. The creators continually expected my reactions and subverted them (especially when entering Sam's bathroom or the darkroom.)

That being said, it's the video game analog of an indie movie and shouldn't be entered into with the expectation of either twitch gameplay or length. I liken it to Dear Esther with some pseudo-puzzles. It's a couple of hours max, but I am wholeheartedly satisfied with the $20 purchase. I can't wait to see what Fullbright tackles next.

Edited by thatdudeguy

@icantbestopped said:

I kind of think this was a waste of money. I got a LGBT agenda heartstring tugger in the guise of a spooky detective game.

Also, fuck this guy. No need for "agenda" here. Be nice.

Edited by Hashbrowns

Great presentation, but presenting a story worthy of a Lifetime Original Movie by way of LOGO TV. Cue accusations of homophobia, bigotry or any other post-modern knee-jerk reactions you deem necessary.

Edited by raikoh05

I wish there was more audio, and was longer, because I am not diligent enough to find and read everything.

Edited by General_Boredom

Phenomenal game. I played through it Saturday, and I haven't stopped thinking about it since. In the 2 hours or so it took me to complete, I had become so emotionally invested that I was in tears by the end. A lot of that had to with Sam's VA, Sarah Robertson, who did an amazing job. She conveys Sam's emotions in such a believable manner that is seldom seen in video games these days. These journal entries were easily the best part of the game for me, and I look forward to going back to find the ones I missed.

I know a lot of people are turned off by the price, if so, wait for it to be in a Steam sale, but give it a try. It's a welcome breath of fresh air in the games industry and an experience that I won't soon forget.

Edit: I also thought I should mention that a friend I convinced to play Gone Home, one that typically only plays shooters and sports games, played it and loved it. No it's not for everyone, but play it with an open mind and you'll find a lot to love.

Edited by ICantBeStopped

@thatdudeguy said:

@icantbestopped said:

I kind of think this was a waste of money. I got a LGBT agenda heartstring tugger in the guise of a spooky detective game.

Also, fuck this guy. No need for "agenda" here. Be nice.

Didn't know agenda was a bad word. Call it a cause or whatever you like. I fired up the game, and what happened to my family? Well, nothing nefarious. You're sucked in by what appears to be creepy atmosphere and a mystery (at least, I was from the Quick look), but you come out the other end a couple hours later with, like someone said, a Lifetime movie. It's only through other comments one finds out what the content really is, and the fact that they hide it seems to me (perhaps not to others) that they wrote the story in such a way to make one feel sorry for gay people.

Posted by JoeBigfoot

Great review @patrickklepek, without sucking up too much, I have a real respect for your opinion.

This game had me in tears by the end. Amazing.

Posted by leinad44

@thatdudeguy said:

@icantbestopped said:

I kind of think this was a waste of money. I got a LGBT agenda heartstring tugger in the guise of a spooky detective game.

Also, fuck this guy. No need for "agenda" here. Be nice.

Didn't know agenda was a bad word. Call it a cause or whatever you like. I fired up the game, and what happened to my family? Well, nothing nefarious. You're sucked in by what appears to be creepy atmosphere and a mystery (at least, I was from the Quick look), but you come out the other end a couple hours later with, like someone said, a Lifetime movie. It's only through other comments one finds out what the content really is, and the fact that they hide it seems to me (perhaps not to others) that they wrote the story in such a way to make one feel sorry for gay people.

Didn't they hide it because the mystery is a big part of the game. You seem to be reading way too much into this.

Edited by YarHar707

20 bones for a walk forward simulator about ghosts and lesbians? No thank you.

Posted by L44

Apart from the pentagram and ouija board stuff this game is phenomenal.

Edited by drew327

@reelife: what happened to the parents?

Edited by Crunchman

With all the care and detail put into the content of this home, Sam's voice-over is single best asset to this story for me. Very well done. And the way Remo's tracks just lift it up (or down), it's just perfect.

The story was very thoughtful and I find myself really attached to this place. They made the mundane simply remarkable. Like a little time capsule of a thing I'll be sure to revisit in the future.

Posted by OriginalYellow

I feel like this review is way more understandable after you've played the game. I just finished it and the story was nothing short of amazing. Nice review Patrick.

Online
Posted by ICantBeStopped

@drew327 said:

@reelife: what happened to the parents?

They're on 'vacation', due to couple troubles.

Posted by Osaladin

I bought into the hype, and I'm sad I did. I thought for sure that I'd find Sam dead in the attic by way of suicide, even if that would have been even more predictable. I too am in agreement that this has been over praised and overhyped. What with Patrick and Gary Whitta going gaga for it on Twitter.

I suppose my biggest problem with it, was that it felt like I was watching a made for TV movie, and a bad one at that. I definitely don't get the "had me in tears" reaction from some of the comments here. I just wish I wasn't so misled into thinking this was some kind of horror game.

Edited by Bones8677

@xbob42: I don't think you can fault him too much for only really referring to the Sister's story, as it's the only one to progress naturally and with audio. Sure the parents have their own stories that progress as well, but they are clearly secondary, and can easily be missed.

Posted by Paul_Tillich

Really frustrated by a lot of the comments here. This was one of my favorite game experiences of all time, and a real milestone for the industry. It delivered the sort of mature story critics of games said the media could not achieve. It did so while dealing with a subject that the movie industry is still only slowly figuring out.

And I don't see an LGBT "agenda" here. There is a big problem with games typically delivering a stereotype of a male fantasy, as evidenced by the controversies over bullying female gamers and problems LGBT individuals face working in the industry. If you hate gay people, you can, unfortunately, leave this game continuing to hate them (thus the lack of an agenda - the game does not take players through a twelve step process of eliminating homophobia). The game does, however, do an excellent job of giving the player an emotional understanding of what some LGBT youth go through in this country. I personally find that amazing. Much of the controversy over gay rights in this country comes from the fact that it is so hard to understand what it is like to be in another person's shoes, meaning people unlike one dominate cultural group can be marginalized as the "other." This game made a step toward such understanding better than just about any political speech I have heard. Again, it doesn't demand acceptance, but it immediately increases understanding of what you may not accept and therefore leads to genuine debate rather than attacks on straw men. The fact that a game, if played by a bulk of people in the world, could possiby change the tone of discussion on on issue, shows how well this game leverages the medium.

I'm also a big ally working for LGBT rights, and I was convinced the sister would be dead in the attic or elsewhere. When she got back together with her lover I let out a yell and pumped my fist in the air. Regardless of whether you find it as culturally important as me, it was a well crafted story.

Posted by nsmb2_mario

Just found this review. I don't get what is special about this game? The story is extremely cliched, this is a story told a million times before in romance novels, not to give too much away. There are no mirrors in the house because they couldn't be bothered to model any human beings, and the graphics aside from that are poor. If you do absolutely everything, the game is only a few hours long. There are so many better indie games out there for less that I can play for countless hours. For $20, there are few games out there I can think of that are worse value than Gone Home.

Posted by Spectreman

I think is a game where price is very important thing. 20 dollars for a 2-3 hour game, with very few replay value, is a big too much.

Posted by littlepoit

@

this review and most reviews about this game are simply from another word disconnected from reality....

you may certainly give points to a game for some "cold case" nostalgia but you may not loose reason and journalism objectivity over it.

the game is not innovative, heavy rain or indigo prophecy did the point and click , QT events story telling much better already with actual gameplay , suspense, palpable emotions and tension and tough choices to make, where the player really feels involved.

this game is actually a bad rip off of the heavy rain DLC where the journalist explores the house of the taxidermist killer.....

music is meh

graphics are dated

story is very limited, a high school kid could probably write something better and more profound based on his day to day real life experiences.

replay value none

gameplay is terrible

some users whether it's on IGN/GB/GS feel betrayed and decieved by the journalists that tricked them into buying what they consider a very limited and average game. While i understand their frustration and agree to some extent what botters me the most is the message gaming journalists are sending to game developpers here :

you can get away with a very mediocre and short game with the ultimate score because it is tagged indie ? because it says no to don't ask don't tell, points a finger to a dramatic taboo (family not accepting their children's sexuality) and supports the gay community rights ? if it's for the last reason then fine but at least say so , don't pretend this game is a masterpiece, just say that as a reviewer you support the gay/lesbian community by puting a very symbolic top score on a game.

there are so many games out there that are better designed with better music, better graphics better stories and actually get you involved, make you care about the characters and make you cry.

just do a google > best dramatic games/game stories

Thank god i am not a game developper or game scenario writer. i am sure this score must feel like a slap in the face to them and their previous work.

And yes i wonder as well what score other reviewers from GB would have given to this game. i know everything that everything posted online goes through a peer review process and i am wondering if anyone voiced any reservations before it was published as is.

Posted by Nyhus

This was a really good game till the ending. It was a nice ending, i guess, but it just forced me to realise that nothing was really going on at all in that house. Had i known that from the start, i probably wouldnt have played it, i think. 20bucks for this is extreme, wait till its 5. Thats a good value, for this, cause of no replay value at all.

Edited by sravankb

@littlepoit:

Exactly this.

If the best part of a game is something I can experience on a YouTube video, it is not a good game. It might be a good interactive experience or whatever you want to call it, but it certainly isn't good at being a game.

I'm not against good stories in games, mind you. Hell, I loved Brothers; and that game at least had something unique to offer in terms of gameplay (simultaneously controlling two characters). The gameplay wasn't too polished, but it was at least different.

Another example - the complete opposite to Gone Home would be something like Gears of War. The story is pretty dumb, but the gameplay is so much fun and so well polished, that three games later, I'm still not bored of it. I still find myself popping GoW 3 in and playing a couple hours of Horde.

But this game doesn't even have that. Barely, and I mean barely interactive, kinda expected the ending, very short, not good value, etc etc. It did have really good voice acting, though. Fantastic work there, but literally nothing else about the game was good, in my opinion. Like littlepoit said, it's insulting to other game creators who're actually doing something good or innovative with the medium.

Edited by ShakeItBaby

My younger sister went through an experience in high school similar to the story of gone home, and even with that background I was unprepared for the fact that this isn't really a video game.

This story would be better told in almost any other medium, not to mention the cost.

Edited by Dan_CiTi

@shakeitbaby: I disagree, I think it works perfectly as a game, it's much more subtle and atmospheric in all the ways it works. You can't stand and look around and read notes and look into all the nooks and crannies while watching a film or a TV show. It adds deeply to the story in my opinion.

Anyway hell of a game, had all kinds of fun exploring the house and finding things and getting creeped out and was tearing up pretty bad from the "Dedication" note onward.

Also learned about the word "missive" and "immaterial"! Rock on!

P.S. Riot Grrrl!!!!!!

Edited by dezvous

But you're not getting the experience on Youtube. You're not making decisions for yourself, you're not accidentally missing things, you're not solving puzzles or getting stuck. That's just part of what makes this game a delight and it is a wonderful game.

@sravankb said:

If the best part of a game is something I can experience on a YouTube video, it is not a good game. It might be a good interactive experience or whatever you want to call it, but it certainly isn't good at being a game.