cyberfunk's Gone Home (Steam) (PC) review

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Narrative Done Right

Telling a complete story in a game is hard. It used to be that games simply had cutscenes between levels almost as a "reward" for clearing out a mission. This was ok for a while but sometimes it just broke the pace of the game and sometimes made the story a convoluted mess ( aka final fantasy and metal gear solid ). Eventually as games progressed they began to include other elements to flesh out the narrative such as interacting with other characters and game "events" as you progress. I rememeber when I first played Half Life 2 I kept wondering "where are the cutscenes?" then finding out, "Wow, I am the cutscene!". One common design choice that game developpers use to create a narrative are text logs(letters notes newspapers etc), audio logs (recordings), and objects that the player can pick up and observe. These elements are becoming more and more common in AAA games because it gives the player the choice to further expand the game's universe if they want or have them ignore them and just play through the game. Some examples of recent games that include these elements are Bioshock Infinite, The Last Of Us, and Tomb Raider. The inclusion of them are great because they let you fill the blanks in the story but are not the main focus of the narrative, making you sometimes forget or ignore them. Gone Home on the other hand wants you to focus on these story elements, making you look every nook and crany of an empty, creaky house for clues on the story. Every little piece of paper, note, letter, bill, journal entry. Is a further look into the life of this seemingly normal family in the 90s. There are little to none puzzle mechanics. The game gates and guides you into different parts of the story as you start to flesh out what has happened in this house. This is quite ingenious because each reveal via a letter or a journal entry makes your imagination run wild on this family's histroy as you discover a new room in this house. It also subverts your expectation on this type of game, hinting at what you expect from a game where youre all alone in dark rooms ala slender or amnesia. Sometimes a game story can be just about a high school girl growing up, making friends, and figuring out her life and be a million times more meaningful than the classic " the universe/world/country will be taken over by Aliens/terrorists/zombies ". Gone Home wants to resonate with people who grew up in the 90s and it does so beautifully.


Gone Home takes the textlog/audiolog trope of hundreds of other games and perfects it to craft a meaningful, well rouded, deeply personal story, in a retro 90s backdrop with a dark ambiance that will subvert your expectations and your imagination.


Other reviews for Gone Home (Steam) (PC)

    A Disappointingly Shallow Experience 0

    Gone Home is a thorough and well-designed experience that absolutely squanders itself on a lack-luster main story. In a game that touts itself as a narrative tour-de-force, it is absolutely tragic that it inevitably falls into the tropes of fairy-tale fantasy of yore, and not in the warm fuzzy nostalgic fashion one might expect.Incredibly ironic in fact, as it makes an excellent representation domestic living in it's time period. A lot of care and love went into designing the house that players ...

    4 out of 5 found this review helpful.

    An Ending that was Gone 0

    ***Spoilers ***There is something to be said about Gone Home, it is a well made interactive story rather than an actual game. This to me was not the problem with the game. The mechanics of the game work and I enjoyed walking around the house finding different clues and secret rooms etc. a whole lot. The build up was fantastic but there this falls short is the ending. After I found out what happened(I'll get to that) I was like, huh, well that makes sense. The ending was not revolutionary or even...

    1 out of 1 found this review helpful.

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