User Score
5.5

Mixed or average reviews- based on 2245 Ratings

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  1. Sep 10, 2013
    8
    Personally, I found it to be solid game with great story telling, but I'd hold off for Steam Sale where it should be 5 bucks or so to warrant a purchase.
  2. Sep 11, 2013
    10
    If you play games for an atmosphere, a setting, immersion, or most importantly a narrative, this will utterly blow you away. The amount of bad reviews is quite upsetting. The reason a lot of people are upset, and claim that the devs should have made a film not a game, is because this 'game' fits neither the former or latter demarcation. It stands on its own.
  3. Sep 29, 2013
    8
    Very enjoyable and keeps you on edge; despite not actually being a horror game. This game is more about atmosphere than anything else. But there's still great exploration and game play. One worth playing if you're into odd games.
  4. Dec 9, 2013
    9
    This games is an example of how games truly can be art. I wouldn't go as far as to call it a masterpiece but the game creates a unique experience that transcends that of other games in the industry. There is no combat, there is no fighting, its just pure exploration as you try to uncover why Katie's family is not home to greet her, and why her sister Sam is not around either. The entireThis games is an example of how games truly can be art. I wouldn't go as far as to call it a masterpiece but the game creates a unique experience that transcends that of other games in the industry. There is no combat, there is no fighting, its just pure exploration as you try to uncover why Katie's family is not home to greet her, and why her sister Sam is not around either. The entire house begs to be explored. You pick up anything from a cup to one of the many letters and notes scattered around the house, each one adding on to the emotional and touching story. The story is also narrated though Katie's sister Sam using narrated Journal entries- as the player continues to find more notes and letters that tell Sam's story. The Journals outline Sam's relationship with a girl named Lonnie, and how close the two of them become. It's a touching relationship that continues to grow throughout the game. The house has a lot to say to you should you take the time to pay attention to every detail. It not only outlines the relationship between Sam and Lonnie but it also gives insight into Katie's Parents and what they are like along with their own story ark (particularly about the Father). There is also a very creepy and unsettling atmosphere that is generated around roaming around a big empty mansion in the middle of the night with a massive storm outside. I found myself looking up and towards the doorway while examining something whenever I heard a loud creaking in the floorboards. There is no danger but that doesn't make the game feel any less unsettling.

    This game is not trying to be a game in the traditional sense. Its trying to be more than that. Its trying to tell a story and provide a unique and immersive experience that goes beyond complex gameplay mechanics. If you look at the game in this way and understand what this game is truly trying to be, then it can be a beautiful experience for you. That being said the game really isn't for everyone. If you want more out of the gameplay beyond simple exploration you may find yourself disappointed and among the masses of people who want to bash on a game that they don't appreciated for what it is trying to be.
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  5. Apr 1, 2015
    10
    The most powerful game I have ever had the privilege of playing. It changed me, truly. Some people complain about the price, but I can tell you with no uncertainty, if this were a book or a movie I'd pay whatever I had to to get it.
  6. Oct 26, 2013
    9
    As you can probably see by the rather polarised reviews, you'll probably either love or hate this game. For me it was love wonderful moving story that at many times had me both dreading and longing for each new reveal. If you enjoy games that are more about the story than the mechanics, then pick this up.
  7. Jan 12, 2014
    9
    It tells a story and it tells it good.
    Reminded me a lot of the early 00's pc games.
    It's not a game for the xxx420noscope_progaimur1337 kind of gamer.
  8. Oct 1, 2015
    8
    Tier 2
    + An emotionally engaging and well-conceived narrative
    + Uses the few game mechanics it possesses on offer, tying exploration and narration together expertly ? Obviously leaves debate open as to whether or not its actually a game, though this does little to stop it from being a great narrative experience - Despite the great story, the emptiness of the house can feel a little
    Tier 2
    + An emotionally engaging and well-conceived narrative
    + Uses the few game mechanics it possesses on offer, tying exploration and narration together expertly
    ? Obviously leaves debate open as to whether or not its actually a game, though this does little to stop it from being a great narrative experience
    - Despite the great story, the emptiness of the house can feel a little bizarre and off-putting
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  9. Jul 6, 2014
    8
    This game does something unique in the current gaming scene, it conveys the narrative from an almost second person perspective.
    The story the game presents and the world it builds is very well done and nuanced with a lot of it up to the players interpretation
    However the asking price for this game being 20 dollars for only two hours of content is questionable and the game may of suffered
    This game does something unique in the current gaming scene, it conveys the narrative from an almost second person perspective.
    The story the game presents and the world it builds is very well done and nuanced with a lot of it up to the players interpretation
    However the asking price for this game being 20 dollars for only two hours of content is questionable and the game may of suffered from some false advertising as its presented almost as a horror game
    Overall though i thoroughly enjoyed is game and i can see why this game has such a low user score as it is defiantly not a game for everyone and the asking price is a bit steep
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  10. Nov 10, 2013
    10
    I'm rather surprised by the number of people who claim that this isn't a game. By the simplest definition, this indeed can be called a video game. And to say that this shouldn't have been a game is equally as invalid. As many have mentioned, to try to develop the same experience in another medium is nearly impossible. Neither a book nor a movie could provide the same level of interactionI'm rather surprised by the number of people who claim that this isn't a game. By the simplest definition, this indeed can be called a video game. And to say that this shouldn't have been a game is equally as invalid. As many have mentioned, to try to develop the same experience in another medium is nearly impossible. Neither a book nor a movie could provide the same level of interaction and freedom that a game can, and to get as much from this experience as possible, such interaction and freedom is a necessity. Likewise, to call this a visual novel is to disregard the fact that the added interactivity of a 3d environment is an essential part of the experience. Also, looking through these user reviews, I understand why main stream gaming relies more heavily on melodrama and relentless sensory stimulation rather than subtle details, and meticulously crafted realistic emotional narratives. Not to say that there aren't some more standard games that I've enjoyed greatly, it's just that no other game has managed to be as poignant or emotionally engaging for me, and I never even had any experience in being an adolescent lesbian, nor have I ever went through a sexual awakening. But every player for himself/herself, I suppose. With all that said, the following is my review (warning: it's got some spoilers):

    I began Gone Home expecting some sort of horror game, similar to amnesia perhaps, and for the most part, that's how I played the game. I cautiously crept from room to room, expecting at any moment for something supernatural to happen, or for some kind of intruder or ghost to show up and terrorize me. Being one familiar with the point and click genre, and noticing the amount of significance that was put into the small details of the house, I also made sure to scrutinize everything with care and constantly interpret what I found. That proved to be useful. Initially, I thought the written notes and voice journals were only added for flavor, but regardless, I found the friendly and pleasant tone of the voice journals to be a welcome (almost comforting) reprieve from the ominous aura of the house. As I progressed and pieced together more details about characters, I found myself getting more and more attached to them. The dad was turning out to be a rather quirky, but good-natured, author with deeply rooted emotional issues, going through a rough patch in his career. The mom seemed like something of a power woman who, unsatisfied with her husband's distractedness, is turning to others for support. And I couldn't help but admire Sam's intelligence, creativity, and genuineness of characterization, which was impressively fleshed out with the great voice performances. Just the way that Sam was developed, with all the little details about her personality learned from the environment, notes, and the voice journals, it was almost as if Sam was a real person, someone who I can care about.

    It took me a while to realize that the characterization was the main part of the game, partly due to the lingering fear from that one popping light bulb, but I wasn't disappointed. On the contrary, the change was refreshing, and I was impressed the game had me going for so long. That fear, combined with the intimacy of the characterization, the impressive detail put into the house, the sound design, and the music (which I initially thought to be strange for a horror game, but ultimately found to be most fitting) served to create an immersive and rich atmosphere that I have never experienced to such an extent before in a game.

    I finished the game deeply touched by almost every aspect of the experience. I admit, the narrative at times brought me close to tears. It was able to bring out some emotions that I haven't felt for a very long time. I was glad that everything turned out alright for the characters, the dad was able to get a break and overcome his past, he and the mom are in progress of fixing their marriage, and Sam finally found fulfillment and is able to be with the love of her life. The ability to learn everything at my own rate and piece together certain details myself made the experience more rewarding and, in my opinion, gave everything more emotional weight. Overall, I'd say Gone Home is an impressive feat of game development, and is an experience that is distinctly human. I only wish that I can forget everything about this game so I can play through it afresh and experience everything over again.

    An absolute 10/10
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  11. Dec 1, 2013
    9
    It's hard to look at this as a game, since there is no aspect of winning or losing. There isn't even a dire need to complete the game, but I did. I wanted to read every slip of crumpled paper, turn on every light and learn everything there was to know about this family and the world that they live in. However, the story is primarily focused on one character in particular, which is fineIt's hard to look at this as a game, since there is no aspect of winning or losing. There isn't even a dire need to complete the game, but I did. I wanted to read every slip of crumpled paper, turn on every light and learn everything there was to know about this family and the world that they live in. However, the story is primarily focused on one character in particular, which is fine because it helps build up the story to a fulfilling ending that I never saw coming. But the rest of the stories seem to lack closure. Don't get me wrong. I loved reading about everyone lives, but I think the focus on one story doesn't necessarily justify leaving others without proper endings. I won't go into details, because I would rather not spoil anything from this game and I'm not too full of myself to admit that I might have missed somethings during my play through. I'm just saying that the stories of the other characters seem to be less apparent and more difficult to find.

    Could this story been told through a different medium? I don't think so. The way everything is set is so perfect that being told through chapters in a book or scenes in a movie would probably tarnish the story being told. I am grateful that I live in a world where I am not confined to read or listen to a story but sit down and experience it. And yes, I understand that the majority of the story IS found in pieces of paper and audible diary entries, but there's something to be said for discovering these items on your own and at your own pace.

    I have to point out the mechanics of the game are a bit slow--literally. But I think this was intentional, because if I WERE to sprint through this game, I probably wouldn't be paying attention to the story at hand. There were times when I just wanted to run back to a room to see if I missed something or just get to the next room quickly, but the game forces you to take your time and walk. And you what? With any other game, that would piss me off, but not this one. Besides that particular issue and the occasional frame-rate issues (which speaks more about my laptop than anything else) the game actually looks pretty good. It's not going to blow you away with it's graphics or textures, but it's simple and reminds me of my parents house while I was still living at home.

    Is the game worth $20.00? It's really up to you. Would you pay $20.00 for a good movie or a book? Do you like stories, rooted in an indie setting, that tries it's damn hardest to immerse you in it as much as possible? If you answered yes to both of those questions, then buy this great piece of entertainment. Find some time to sit down, get comfortable and enjoy the small world that is presented to you here. It'll only take a few hours and I assure you, you will not be disappointed.
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  12. Dec 27, 2013
    8
    I don't often write reviews, but this game asks for one due to the huge discrepency in scores between users and reviewers and I do not see one review so far that gives this game justice while being on the side of the consumers. First, to give you an idea of the kind of gamer I am, I will always applaud ingenuity, immersion and accessibility. Hence why my favourite games are the Batman andI don't often write reviews, but this game asks for one due to the huge discrepency in scores between users and reviewers and I do not see one review so far that gives this game justice while being on the side of the consumers. First, to give you an idea of the kind of gamer I am, I will always applaud ingenuity, immersion and accessibility. Hence why my favourite games are the Batman and Bioshock games which blend a great story with dynamic gameplay while I feel games like The Last of Us and Witcher 2 have major gameplay issues that take away the enjoyment of the story creating dissonance. The Last of Us mixes in very frustrating combat and stealth sections with odd autosave points that hindered my experience and enjoyment of the story which is clear the dev team really cared for.

    So knowing my taste and point of view, I hope you understand how I found Gone Home to be a geat game. You see, like the Last of Us, the developers were definitely more story focused, but where the Last of Us will throw a frustrating fighting or stealth sequence, there is none of that in Gone Home. There is no fighting, or running, or any kind of action in Gone Home, where all that happens is you uncovering what just happened in a house by rummaging around. Some people don't call that a game but in a world where The Walking Dead, The Stanley Parable and Journey exist as games, I find it safe to say that it is still very much a game, fitting in a similar category as those other ones. Very light on gameplay, but story focused.

    Like all games, you are still the star of the show, you still control the character, and you still take part of a story. And this story is that of a woman returning to her family in a new house they settled into while you were away.

    Now, as I said before, I like ingenuity in storytelling and when developers try to have as little dissonance between gameplay and story. The story is about exploring your family's house searching for the whereabouts of your sister when no one is home. BUT the game has a linear story which ends and must last at least an hour. I love how the developers solved any dissonance.
    It's an old house, known for it's mysterious past, which your family recently moved into and which you have never seen before. This gives the reason for why both the character and the player would search all over the place and not know the layout right away. This also explains hidden compartments or pasageways you may find. Locked doors help the progression and the order the story is presented to you. And uncovering why you are all alone in this house is one of your main objectives.

    So as a point and click game about exploring a house, and using this mechanic to tell a good story, it's perfectly fine. It even manages to be poingnant and I admit I was very very worried of what I would find up in the attic (I had not felt this kind of worry in a game in a while). You can also add the great sound design and atmosphere showing just how scary it may be to be alone in a house you have never been to. It's also a game both men and women would enjoy just as much. However, it being such a short game with litle gameplay, a 20$ price is asking a lot. And this is where the discrepancy between critic and user scores comes from. Critics did not have to spend this money, so all they see is the positive stuff I wrote above, if they did, you can bet this would not get the same scores. The reason it costs so much is because by having this be a PC game and not a downloadable title on XBLA, the developers where looking at Steam for distribution and were looking at how much it would sell for on a steam sale which is when most units are sold. Thus, the actual sale price is between 4.99-9.99 which makes far more sense. This is simply a business decision and knowing this, I would encourage you to do as the developers foresaw and buy this game only when it falls between that price point. Or you can wait for it to go on the humble bundle in a year, its up to you. Whatever you choose though, I encourage you to play this game. Especially if you grew up in the 90s.
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  13. Nov 28, 2013
    9
    One could argue whether Gone home is a game or not, due to there being almost no meaningful interaction, but that is beside the point. It is a exploration into a rather "mundane" subject matter: love. If you like other interactive stories like Dear Esther, read no further and try the game. If you aren't sure, please continue.

    The story: You just got home from a year long trip through
    One could argue whether Gone home is a game or not, due to there being almost no meaningful interaction, but that is beside the point. It is a exploration into a rather "mundane" subject matter: love. If you like other interactive stories like Dear Esther, read no further and try the game. If you aren't sure, please continue.

    The story: You just got home from a year long trip through Europe. From the start you understand that your sister has left the house on very short notice and for some reason your parents aren't home either. It is up to you to find out why. As you explore the house you get to look into the personal lives your family in the hopes of understanding what happened.

    What I think: It is an on rails experience, but the story is told with so much nuance that it kept me going forward. All the while I was thinking: God I hope Sam (the sister) hasn't done anything really really stupid almost right until the end. There are a couple really easy puzzles that require to look for extra clues. The beauty of the game comes out of the attention to detail the house has received. It actually feels like a house (messy) people live in and the clues that are littered everywhere. If you take your time you can really piece together what kind of people your parents and sister are and start to empathize with them. I also feel the game shouldn't have lasted much longer than it did, because it might start getting boring if it did.

    Although nothing revolutionary, I recommend gone home to everyone with some patience and a sense of wonder.
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  14. Nov 29, 2013
    10
    Guess what? This is not a video game in the traditional sense.
    But why does that have to be a bad thing?
    There are so many 0 reviews because it's "not even a game". Personally, I judge "games" on they experience they provide. And Gone Home provided one of the best experiences I've ever had with a "game". The story is so well written and engrossing,t he art and music are just
    Guess what? This is not a video game in the traditional sense.
    But why does that have to be a bad thing?
    There are so many 0 reviews because it's "not even a game".
    Personally, I judge "games" on they experience they provide.
    And Gone Home provided one of the best experiences I've ever had with a "game".
    The story is so well written and engrossing,t he art and music are just beautiful, and the interactive story in and of itself is just...phenomenal.
    If you don't like this game because the story doesn't appeal to you, fine.
    If you don't like it because interactive stories aren't your thing, fine.
    But if you don't like it because it's not game, go back to call of duty. We don't want you here.
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  15. Nov 30, 2013
    8
    Not a traditional game, but good atmosphere, and good story telling. If you're looking for action or difficult puzzles, don't pick this up. If you like exploring, piecing the story together, and enjoy personal stories, definitely pick it up. Took me around 2 hours to finish.
  16. Dec 1, 2013
    10
    This game was captivating. I sat down and started playing, and before I knew it, the game was over and it was two hours later. The story was so engaging, and the sheer amount of content was amazing. I loved that I just kept finding little things, and that every single part of the house held more clues to the mystery.
  17. Dec 2, 2013
    8
    A fresh and incredibly immersive experience.

    From what began as a mod for Amnesia, Gone Home has achieved an honest identity of its own. Despite not being a fully rounded game, and at times reminding you that it is clearly still at the mod level, Gone Home manages to achieve what the majority of games can only dream of. Set in 1995 you discover scraps of information through lone
    A fresh and incredibly immersive experience.

    From what began as a mod for Amnesia, Gone Home has achieved an honest identity of its own. Despite not being a fully rounded game, and at times reminding you that it is clearly still at the mod level, Gone Home manages to achieve what the majority of games can only dream of.

    Set in 1995 you discover scraps of information through lone exploration in the form of notes, invoices and voice acted excerpts from a journal to piece together the lives of a family which feel altogether believable. The level of exploration, however, is up to you and although the story can be completed in around 90 minutes the more time you commit to experiencing this world the greater your reward.

    The audio work is what really ensures Gone Home is comfortably seated in a league above where it would otherwise be. The quality of the voice acting is astounding. The performances create characters that you truly care for and, perhaps more importantly, believe, and at a production level which you would normally only expect from AAA titles (and not many).

    Gone Home is a solid exploration experience nodding to a long buried genre which will pull you to the edge of your seat and let you fall into a pit of nostalgic bliss.
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  18. Dec 6, 2013
    9
    I'll start out by saying that the steam price for this game IS too much. If you are strapped for cash, please wait for this to go on sale. If, however, you are swimming in cash, this game is well worth the money.

    This game really excels in its story telling. There are several layers here, and some may be glossed over by players trying to get at the "meat" of the game. Players that
    I'll start out by saying that the steam price for this game IS too much. If you are strapped for cash, please wait for this to go on sale. If, however, you are swimming in cash, this game is well worth the money.

    This game really excels in its story telling. There are several layers here, and some may be glossed over by players trying to get at the "meat" of the game. Players that do this will be disappointed. While there is a "main story", the supplemental details and subplots are vital to adding nuance and richness to the experience as a whole.

    I will not spoil the game. My decision to purchase this game came with almost complete (albeit unwitting) ignorance to the subject matter, and I feel that my experience was all the better. Don't read any other reviews: just play the game.

    Story: depth 8/10
    presentation 10/10
    originality 7.5/10
    memorable? Yes
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  19. Dec 6, 2013
    10
    This is more than a game. This is a full-blown experience. In the beginning, it is difficult to discern the concept behind the game but you quickly become immersed and enthralled. The attention to detail is astounding. The score is emotional and marvelous. You begin to discover the parts of the game that you enjoy the most, for me it was the cassettes laying around. Pure 90s punk nostalgiaThis is more than a game. This is a full-blown experience. In the beginning, it is difficult to discern the concept behind the game but you quickly become immersed and enthralled. The attention to detail is astounding. The score is emotional and marvelous. You begin to discover the parts of the game that you enjoy the most, for me it was the cassettes laying around. Pure 90s punk nostalgia filled my earholes. This is a work of art and not to spoil anything, the ending is beyond satisfying. Highly recommend. Expand
  20. Dec 8, 2013
    8
    The story unfolds while you walk through the house reading notes written by your character's sister... Great game, although now for everyone.

    PD: LOL at all those low ratings...
  21. Dec 11, 2013
    9
    If you're looking for a touching, memorable, intelligent story in which you make it unfold then play this.More a point and click novel than a game. Can't understand how there is so many negative reviews, I can only assume its COD fanboys annoyed that there wasn't any guns or explosions
  22. Dec 16, 2013
    9
    Gone Home is a first-person interactive story adventure game that is very original, unseen and groundbreaking in the video game world. Gone Home is the Fullbright Company’s first hit and follows the story of Kate Greenbriar, who after coming home from a European gap year finds her new family house abandoned. Kate is forced to search throughout the house for clues in the form of notes andGone Home is a first-person interactive story adventure game that is very original, unseen and groundbreaking in the video game world. Gone Home is the Fullbright Company’s first hit and follows the story of Kate Greenbriar, who after coming home from a European gap year finds her new family house abandoned. Kate is forced to search throughout the house for clues in the form of notes and other items in the hopes of finding out what happened to her estranged family. The game is so respectable for several reasons; it creates an unseen perspective in video games, it combines the experience of both a book and a video game and its graphics and content surpass those of any other comparable game. This unseen perspective is the perspective that of an adventure game, combined with the suspense and gameplay of a first person shooter. Secondly, during the playing of the game, the gamer experiences both feelings that are associated with reading, and others that are traditionally associated with gaming. The experience of reading is felt because Gone Home is the first game to go into the thought process of characters and delve into the relationship between characters. Lastly, the game is so successful because its graphics, gameplay, and commentary are very advanced and unorthodox in the world of adventure games. In my opinion, the game is very good, and I enjoyed it very much. I particularly enjoyed it because it provided me with a gaming experience that I had not felt before and opened my eyes to different genres of video games. Expand
  23. Dec 16, 2013
    9
    Gone Home is an immersive mystery, simulation experience, requiring the player to learn about the personal lives of the characters and extend empathy to them. While Gone Home differs from the usual action-heavy, combat-focused games, it succeeds in its own genre due to elegant and meaningful writing, and an amazing story-driven structure of game architecture.
    Gone Home begins with Katie
    Gone Home is an immersive mystery, simulation experience, requiring the player to learn about the personal lives of the characters and extend empathy to them. While Gone Home differs from the usual action-heavy, combat-focused games, it succeeds in its own genre due to elegant and meaningful writing, and an amazing story-driven structure of game architecture.
    Gone Home begins with Katie Greenbriar, a young woman returning to her family’s home in 1995 after spending a year travelling in Europe. Upon arrival during a dark and stormy night, the house appears to be deserted, and requires the player to collect artifacts and clues hiding within the realistic environment to rebuild the broken puzzle of a story. By doing so, the player is rewarded with pieces of information that could never have been known or assumed when first entering the house.
    Throughout the game, Katie’s younger sister Samantha, narrates a large number of journal entries as the player finds important artifacts that are relevant to the story. Other hints and critical information are unveiled as the player explores the house, finding notes, objects, and photos. Since recently moving into the brand new mansion, Katie finds herself in a very mysterious environment, and having to explore this new and interesting environment adds to the sense of unease that is sensed consistently throughout the game.
    While Gone Home isn’t the most polished game in terms of graphics and visuals, there are other ways of compelling the player’s immersion throughout the story, through the use of perfected sound and environment design. It’s not often in a game that you find yourself just standing in the middle of a room, listening to the ambient soundtrack, or thinking about how much work was put into realistically routing cables from lamps and TVs to their corresponding outlets and the effect is truly captivating.
    Steve Gaynor, Karla Zimbonja, Johnnemann Nordhagen, and Kate Craig are very experienced in game development, having worked on BioShock 2, BioShock Infinite, and XCOM: Declassified. What makes Gone Home a truly different experience is the elevated level of personality poured into this game from its developers. This is evident as the player listens to in-game commentary from all four developers. The commentary discusses what the developer had in mind when part of the level or story was created, and includes references to items that were randomly tossed into the game such as the BioShock Infinite cover mimicked on the salad dressing bottle hidden in the pantry. This unique level of detail is almost never delivered within bigger titles, as the personality of the developers is often hidden behind their numbers. That is what is truly revolutionary about this “new” exploration game, which could potentially change how video games are made going forward.
    It is difficult to imagine what could have been improved in Gone Home, especially because so many things were done perfectly. However, there were a couple things I was disappointed about when I played through the game for the first time. I found that the story was a little bit too linear. The way the game subtly pushes the player in the right directions by finding codes to locked doors, or secret passageways strays from the exploration genre that this game attempted to mimic. I believe the player should be able to explore anywhere they want, perhaps having to revisit places to find missed clues about the story or having to wander about for minutes, just pondering what they should do next. Secondly, I found that the ending was rather lackluster. It was not on par with the amazing development throughout the game, and ended far too suddenly. While the ending does have a deeper meaning when studied closely, many players who are experiencing this unique game for the first time will often overlook that poignancy.
    Overall, I would award Gone Home with a rating of 9 out of 10. Throughout the game, I felt myself being further drawn into the story, aided by the realistic setting, amazing soundtrack, and the addition of audio journals that arose when certain, important objects were found. Although the ending was not on-par with the rest of the story, and the mystery genre of the game was clouded by the linear direction, I would highly recommend this game to any avid game player, even if they have a history of playing “triple A” titles consistently, but especially if they have a true appreciation for uniquely styled games.
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  24. Dec 16, 2013
    10
    Gone Home, a new release from The Fullbright Company, tells the mysterious tale of the Greenbriar family. Upon coming home from a long trip, Katie Greenbriar returns on a stormy night, to find her family’s new mansion abandoned. Amazing writing and progressive expansion of the story draw you in, despite the seeming monotony of the gameplay, which is completely void of any weapons orGone Home, a new release from The Fullbright Company, tells the mysterious tale of the Greenbriar family. Upon coming home from a long trip, Katie Greenbriar returns on a stormy night, to find her family’s new mansion abandoned. Amazing writing and progressive expansion of the story draw you in, despite the seeming monotony of the gameplay, which is completely void of any weapons or enemies.

    The mystery and unease as you walk into the house is nearly palpable. Not sure what to expect, the crashing thunder and flashes of lightning set the mood for the first clue you find your sister has left home, telling you to not try to find out where she has gone. The entirety of Gone Home follows this premise, and is what pulls you in the most. The story feeds itself, and it’s clear that developer Steve Gaynor is a vastly experienced and professional writer. Every piece of information leads to new details, which lead you further into the world of the Greenbriars. The most strenuous part of Gone Home is trying to decide whether you want to sprint to the next clue, or take your time, savoring the story. Gone Home leads you through an incredible tale, using all of your senses to do so.

    Whether it’s the first flash of lightning, followed up by a delayed crack of thunder, or the first Riot Grrrl cassette, the story is accompanied by phenomenal auditory and visual effects. The dim lighting as you enter a new room never fails to creep you out, especially after entering a dimly lit bathroom and finding a bathtub splattered with bright red stains, when the eeriness peaks until you learn that it’s simply hair dye. With just a few games under their belt, the ability to create such perfect scenes lead me to believe that this isn’t the last time we’ll see The Fullbright Company accepting awards at places such as the Spike VGX awards, winners of Best Independent Game, as well as Best PC Game.

    These sorts of scenes are prominent throughout Gone Home, and slowly build up over time, and in all honesty; it’s the first game that has left a vivid imprint in my mind. Of course, I doubt you’ll hear people speak of the emotional rollercoaster that you’re led on throughout a game of Plants Vs. Zombies. The main reason for this is the personal connection you feel, as if truly a member of the Greenbriar family. Each character develops throughout the game, giving it a truly personal feeling.

    Gone Home leads you on an adventure unlike any other game I’ve played, using impressive storytelling, vivid imagery, and brilliant auditory effects. The Fullbright Company sought to venture into uncharted territory, and did so with flying colors. Perfect for the hardcore gamer, or perhaps as a Steam gift to your Call of Duty obsessed sibling, Gone Home is the beginning of a new era of gaming, where stories come to life.
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  25. Dec 16, 2013
    8
    In the end, its about the story. The best part of this game was the narrative, and the challenge to the player to consider the mode of storytelling. There has been a mass divide between players who want a big, bright and golden experience with epic action that can change the game at the drop of a hat, and those that are more interested in a different form of game. One that tells a story.In the end, its about the story. The best part of this game was the narrative, and the challenge to the player to consider the mode of storytelling. There has been a mass divide between players who want a big, bright and golden experience with epic action that can change the game at the drop of a hat, and those that are more interested in a different form of game. One that tells a story. For those who are more willing to forego the expectations of flashy animation and radical action, this game can be a rewarding experience. Expand
  26. Dec 16, 2013
    8
    Gone Home Review

    The date is June, 6, 1995 and Kate Greenbriar arrives at her families new home in in Pacific Northwest, after she had been traveling through Europe for a year. After putting her bags down she looks at the door to find a note from her younger sister Sam saying that she has left, and not to look for her. Once inside the house Kate starts a search for clues to help solve
    Gone Home Review

    The date is June, 6, 1995 and Kate Greenbriar arrives at her families new home in in Pacific Northwest, after she had been traveling through Europe for a year. After putting her bags down she looks at the door to find a note from her younger sister Sam saying that she has left, and not to look for her. Once inside the house Kate starts a search for clues to help solve the mystery of her sisters disappearance.

    Once you enter the house you become a Nancy Drew like protagonist, searching for clues and reading journals entries trying to solve the “case of the missing sister”. Coupled with the eerie household, a raging thunderstorm, and depressed voice overs the player originally feels the unnerving suspense that games such as Amnesia or Slender provide. Every corner you turn around, or room you walk into, there is the sense that a monster might jump out at your, or that you will find a body lying in a pool of blood. This, however is not the case. The game instead focuses on the sudden relationship between to young and reckless teenagers Lonny, and Sam, that is told through triggered sequences whenever a certain item is picked up.

    The story is very well told and, the fact that the player needs to find certain items around the house to further develop the story, keeps the player interested. This is a gameplay mechanic that is not original to this title, yet this mechanic was used expertly, and was not at all revealing of how the story would unfold. The subplots were told in a very similar fashion as well. Though instead of picking up certain items and hearing a narration of a journal entry from Sam, there had to be much more research put into unearthing these plots. This could be done by reading letters, or newspaper clippings that could be found around the house. The game also boasted a complex yet not impossible set of mysteries, that included hidden house keys, and missing combinations. These problems were fun to solve, and were puzzling at times, but were not a hair pulling catastrophe that would have dragged the game on longer than its run time of roughly 2-3 hours. The era the game was selected very well as not only did the technology at the time provide many ways to create clues (i.e reading several notes between Lonny and Sam, as opposed to looking at one email account), but the 90’s gave the game many great cultural references such as, Nintendo 64, and the Riot Grrl movement.

    However this game is far from perfect, it was very disappointing that the main plot was not as enticing as it could have been. What started off as a story of a runaway girl, that doesn’t fit in and lives in the “psycho house”, turns into a fantastical love story about two girls falling in love and talking about their sexual experiences. This love story makes the eerie aura originally felt while playing the game disappear, and the journal entries start to feel redundant and boring towards the end. In fact the best plot in the game is the subplot of the dad’s failed career as an author, and the constant date of November 22, 1963 appearing (a date that’s meaning can be found with a little extra research). This subplot helped keep the the scary feel of the game alive and made me question as to why the story had to go the way it did. The game also had several useless subplots, such as the subplot involving Daniel and the Nintendo, or Janice Greenbriar’s relationship with a park ranger known as Rick. The game also gave very little connection with the main character Kate Greenbriar, something that is not very common within games, and without the constant solving of mysteries, a serious disconnect with the game would have been inevitable.

    This game boasts and very well told and interactive story, and one of the most interesting subplots ever in a game, yet has a very soft ending to the plot, and a strong disconnect to the protagonist. Though flaws in all Gone Home provides a refreshing playing experience that is definitely worth the 2-3 hours most players will spend on this game.

    Score out of 10: 7.7/10
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  27. Dec 16, 2013
    9
    Kate Greenbriar is returning home from a year abroad in 1995. She arrives to an empty house, with a note on the front door addressed to her from her sister Sam. The note says Sam is sorry that she cannot be there for Kate, but to not come looking for her. This note begins Kate’s journey to find out where Sam is, the focus of the game.

    Kate’s journey consists of reading notes, letters
    Kate Greenbriar is returning home from a year abroad in 1995. She arrives to an empty house, with a note on the front door addressed to her from her sister Sam. The note says Sam is sorry that she cannot be there for Kate, but to not come looking for her. This note begins Kate’s journey to find out where Sam is, the focus of the game.

    Kate’s journey consists of reading notes, letters and books, as well as listening to music and audio logs. At first, I did not find the plot to be as captivating as I hoped it would be. This was until I discovered the multitude of side stories that take place throughout the game. I was not only searching for Sam, but also learning about the history of the Greenbriar family. Although the main plot is fairly straightforward, the side stories present a challenge in the search for clues in Kate’s house, and provide a reason to play the game more than once. I thoroughly enjoyed this search, as I was constantly on edge about if I had missed clues, or what I was going to find in the next room. This mixture of adventure and story telling sets Gone Home apart from most games.

    Unlike many games, Gone Home does not impress with its graphics or sound; however, this quickly became irrelevant to me. The graphics are simple and the sounds of the game (other than the audio logs, which are discussed below) do no more than set the mood of the game with a thunderstorm. It is clear that The Fullbright Company focused on the narrative of the game, and rightly so. One of the best features of the game is a series of audio logs from Sam, which tell the story from her perspective. These are arguably the most interesting feature of the game. The majority of the complaints about Gone Home come not from the narrative, but from the duration of the game.

    Many complaints about Gone Home arise from the fact that it is currently priced at $20 and yet provides 2-3 hours of gameplay. While I can understand why one would be disappointed with an inadequate amount of gameplay, I believe Gone Home’s value comes from its high quality narrative, not its duration. Would you rather pay $15 for a great 30 minute movie, or a mediocre 2 hour movie? For this reason, I have no complaints about Gone Home.

    If you are looking for an action packed, fast paced thriller, this game is not for you. The satisfaction from completing Gone Home is the result of a lethargic search, with a series of items that must be interpreted and can lead to misdirection. I found myself on the edge of my seat in the final stretch of the game. If you are one who enjoys searching for clues and piecing together the puzzle, similar to analyzing a novel, I highly recommend this game.
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  28. Dec 16, 2013
    10
    Gone Home is an unusual game. Most of the currently popular games are action shooter games and sports games. These games tend to have clear-cut stories and objectives. Gone Home is not like this at all. When you first begin to play Gone Home you need to rely completely on your intuition and experiential learning. When a player begins the game they are given neither clearGone Home is an unusual game. Most of the currently popular games are action shooter games and sports games. These games tend to have clear-cut stories and objectives. Gone Home is not like this at all. When you first begin to play Gone Home you need to rely completely on your intuition and experiential learning. When a player begins the game they are given neither clear introductory explanations, nor any clear indication of the game’s purpose.
    Gone Home is an exploration game. The player is playing as Kaitlin (Katie) Greenbriar who is returning home from a year-long trip to Europe. Katie is returning home to a house she has not been in before, and she quickly realizes that her family is in shambles. She decides to explore the house to determine what has happened to her family. Although discovering what happened to her family is one main objectives of the game, there are many sub-plots and other objectives for the player to discover. Two aspects of Gone Home that particularly intrigued and impressed me were the attention to detail in the game, and the self-discovery of clues by the player.
    In my opinion the coolest part of Gone Home is the creator’s attention to detail, especially for such a low budget game. There were countless items in the game for the player to discover. These items have incredible detail, no matter how insignificant the item to the game’s plot. The level of illustration detail and the realism of the items in the game make exploring the rooms extremely interesting. I really applaud The Fullbright Company for this as it makes the game much more enjoyable.
    The second aspect that really impressed me was the self-directed exploration the game. In Gone Home the player travels room to room, trying to find clues to unravel the many mysteries of the Greenbriar family. Although the creator’s control the player’s movement somewhat through their locking of certain rooms or forcing the player to find items that open the doors, for the most part a player’s exploration of the house is self-directed. This creates a game that is a very different experience for each player. I really enjoy this aspect of the game as it allows the game to evolve with the player, rather than force the player from level to level in the hierarchical approach of many other games.
    I really enjoyed the Gone Home as it was a great balance of a highly detailed environment with a self-directed exploration. I would recommend this game to anyone who enjoys mystery and exploration games.
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  29. Dec 17, 2013
    9
    Gone Home is a first person interactive narrative that takes place in the Pacific Northwest in the year 1995. You play as Katie Greenbriar, who has been travelling abroad for almost a year and she comes to a home she has never been to before. Her entire family is gone and it is your job to find out what has happened while you were away.
    Gone Home’s story is a compelling, well paced, and
    Gone Home is a first person interactive narrative that takes place in the Pacific Northwest in the year 1995. You play as Katie Greenbriar, who has been travelling abroad for almost a year and she comes to a home she has never been to before. Her entire family is gone and it is your job to find out what has happened while you were away.
    Gone Home’s story is a compelling, well paced, and heartfelt. When you first start the game you have no idea what has happened and there is no cut scene giving you any background. Gone Home allows you discover what has happened at your own pace and it does not spoon-feed you the story. The only spoken narrative in the game is by Sam, which is voiceovers of her diaries and is triggered when you pick up certain artifacts throughout the house. These show how it has been hard for her since Katie left, how she feels alone and her budding romance with Lonnie, a girl who attends Sam’s school. The tones of diaries in which Sam’s diaries are written and spoken are so emotional that you believe that Sam is actually real. Sam’s voice actress, Sarah Grayson gives a performance that feels real and gives the character emotional depth, making it easier to feel empathetic towards Sam. This is one of Gone Home’s best qualities and it helps immerse you in the world that The Fullbright Company has created.
    Gone Home’s gameplay is very simplistic, which serves the game and it’s narrative quite well. You play in the perspective of Katie Greenbriar and the first person perspective really helps you immerse yourself in the world, making you feel you are actually experiencing it. There are only a few gameplay mechanics: walking, crouching and interacting with objects. The Fullbright Company designed the gameplay so that more is less. Even though the controls seem limited, you do not feel limited and makes Katie seem real, unlike most videogame characters. These mechanics do not interfere with the story and actually enhance it, giving a sense of realism. When you pick up an object you can analyze it, allowing you to examine it in great detail. The interactivity with the artifacts and the amount of detail make the home seem real because each artifact has some reason for being there and has a backstory behind it. The simplistic nature of the gameplay allows you to focus on the narrative, which is Gone Home’s best quality.
    Overall, I really enjoyed Gone Home. There have been few games where I have really connected with the characters and this caused me to keep playing and find out what happened. I also admire the simplistic nature of the gameplay and it allows almost anyone to pick it and play it, regardless of their experience with videogames. My only gripe is that the game has little replay value and the story does not have as big of an impact when you play is subsequent times. I really enjoyed myself when I played Gone Home, it has a great story, simple to use mechanics and I would recommend it to anyone.
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  30. Dec 17, 2013
    10
    Gone Home is a first-person interactive story game that is full of mystery, suspense, and exploration. The game starts with you arriving at this huge mansion in the middle of Oregon as the main character, Kaitlin Greenbriar, who has just returned from a year in Europe. As you start to walk around the house you realize that her sister and her parents are gone and it is your job to try andGone Home is a first-person interactive story game that is full of mystery, suspense, and exploration. The game starts with you arriving at this huge mansion in the middle of Oregon as the main character, Kaitlin Greenbriar, who has just returned from a year in Europe. As you start to walk around the house you realize that her sister and her parents are gone and it is your job to try and piece together the puzzle of where they all went.

    The game is seen through the eyes of Katie after she realizes that she is the only one in the family’s new house. As you explore the house you find more clues about the family’s life. Surprisingly, the game is not just about where the rest of the family disappeared to, there are many different stories with in the game. The overall story line has you thinking about what really happened to the family right until the end when you put all of the pieces together. The graphics are not what people would be expecting from a game that came out in 2013, however, the graphics being the way that they are, gave us a sense that we are actually in the house in 1995. The audio in the game really adds a great amount of realism from the thunder and creaking floors to the music. Having songs from that time period playing in certain parts of the house helped us learn more about the characters. While having the voice clips play after you look at an important object really adds to the game. As you walk around that house picking up every object you can to see if there is another clue to solve where the family went you realize that almost everything you find has a purpose to the story.

    Although most of the objects in the game do have a purpose there are a lot of duplicate objects that are just fillers, such as random boxes in the basement. One of the things that I would have liked to have seen done differently would be to have the objects that you could not interact have the same quality graphics as the ones you could interact with. Another big change I would like to have seen would be that the house have better lighting, making it easier to find some of the documents such as documents that are in the corners of rooms.

    Playing Gone Home has been an experience that I really enjoyed even though this is not the type of video game I would usually play. You would think that playing a video game for an English class would take all of the fun out of it but that is not true with Gone Home. I would recommend this game to everyone especially if it goes on sale because $20 for a game that is over in 3 hours might not please everyone. Gone Home hopefully represents a huge step forward in the gaming industry illustrating that every game does not have to be a first-person shooter.
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  31. Dec 17, 2013
    9
    Gone Home is a work by the Fullbright Company that perfectly encapsulates the elements of great story telling into one brilliant game. The Fullbright Company is composed of a few people who worked together on DLC for the Bioshock franchise called Minerva’s Den. They decided they wanted to play around with story telling in video games and so they packed up and moved into one of their housesGone Home is a work by the Fullbright Company that perfectly encapsulates the elements of great story telling into one brilliant game. The Fullbright Company is composed of a few people who worked together on DLC for the Bioshock franchise called Minerva’s Den. They decided they wanted to play around with story telling in video games and so they packed up and moved into one of their houses in Oregon to begin work on Gone Home, a story about teenage love, the dynamic of a family, and coming together after terrible hardships.

    The game plays almost like an interactive book, with the whole thing being about the story; there are no real collectables, mini-games, or alternate mechanics, and it is awesome. I personally live for amazing stories; tales like the Legend of Zelda and the Lord of The Rings are some of the things I love the most, and there is nothing better than a well-told video game story. Gone Home focuses on the idea of piecing together the story of your character’s family, the Greenbriers. You play as Katie, a twenty-something girl who has just come home after spending a year travelling in Europe to an empty house and an ominous note on the door telling you not to look around. Katie discovers the story by picking up and reading notes, pictures, letters, and books around the house and pieces the story together by herself (yourself). Aside from the sister Sam’s story, nothing is ever expressly said about the other stories, leaving you as the player with your own opinion about the family. This mechanic (while being used previously) is a welcome break from cinematic scenes and bland dialogue as the only way to tell a story in games. This way the story is in some ways left mostly up to interpretation, which a breath of fresh air that the gaming industry desperately needed. The only issue I had (fairly minor mind you) while playing was the convenience of some of the notes and their placement in the house, and the story felt at some points a bit too linear for it all to be taking place a family’s home. This was just a little bit of an annoyance in an otherwise almost perfect game, and you will soon forget the linear-ness of the story once you get sucked in.

    Despite having some very minor believability issues, this game was a joy to play from start to finish, with the little intricacies of the atmosphere, to the plethora of gaming references and “easter eggs”, to the melancholy mood and tone of the house, to the heartwarming and uplifting finale. I personally would rank this game among the best and most enjoyable I have ever played.

    9.5/10
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  32. Dec 17, 2013
    9
    Gone Home is a game unlike any other, exploring the personal lives of a family in an intimate way. Katie has just arrived home after having traveled Europe. She arrives at a new house where she discovers no one is home to greet her. Katie is then set on a path of discovery all throughout the house with a goal of finding out what is happening with her family. Katie achieves this byGone Home is a game unlike any other, exploring the personal lives of a family in an intimate way. Katie has just arrived home after having traveled Europe. She arrives at a new house where she discovers no one is home to greet her. Katie is then set on a path of discovery all throughout the house with a goal of finding out what is happening with her family. Katie achieves this by uncovering cryptic messages left by her sister in the form of journal entries and letters.
    The house is explored through the narrative of Samantha Greenbriar, Katie’s sister. Sam has left letters, maps, and journal entries scattered throughout the house that help Katie understand the events that have played out over the past year. The maps are quite often related to ghosts said to be roaming through the house, as a result Katie is lead into scary hidden rooms. The letters and journal entries are normally associated with Sam’s personal life, they help Katie understand the events that occurred in the house while she was gone, as well as adding a creepy effect to the game.
    Gone Home’s sound and graphics are used in an incredible way to help enhance the gamer’s experience. The sound in Gone Home is creepy to say the least; there is a constant loop of scary noises like creaks in wood and thunder, which make you feel as though someone is following you throughout the entire game. The graphics are created not to blow the gamers mind but to help the player focus on the more important aspects of the game, specifically the story. The poor graphics set the game apart from today’s popular games because of the minimalistic detail used. Gone Home use of a first person adventure is unlike any other because no one is killed and there are no requirements that must be met, which results in the player having complete control of their experience in the game
    Gone Home was a breath of fresh air in comparison to the popular games of today. Unlike the games of today, which tend to be based on killing or sports this game explores a story of love and relationships. Although the game is short, it is very meaningful, and I believe if people took the time to really analyze each room within the house they would enjoy not just the game but the story as well.
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  33. Dec 17, 2013
    9
    Gone Home is a unique gaming experience that demonstrates how games can be an art form equal to literature and film. In Gone Home, you are Katie Greenbriar, a college-aged girl who returns home in 1995 after spending a year abroad to find the family residence abandoned. As the player, you explore this ghostly mansion searching for clues as to their whereabouts. The story is quiteGone Home is a unique gaming experience that demonstrates how games can be an art form equal to literature and film. In Gone Home, you are Katie Greenbriar, a college-aged girl who returns home in 1995 after spending a year abroad to find the family residence abandoned. As the player, you explore this ghostly mansion searching for clues as to their whereabouts. The story is quite brilliant, due to the interactivity aspect of it. The player has to discover the story on their own, by finding journal entries, notes and the like. The game world is populated with many other items that help further the backstory, a picture with the face ripped out, shot glasses strewn around the music room, the condom in dad’s drawer, and many other seemingly insignificant objects allow you to come to your own conclusions about the inhabitants of the home, without the answer being explicit. The story is not very long, and to go into any detail would be to spoil it. This is a game best experienced with no knowledge of the plot since most of the fun is discovering the story yourself. Know that it is emotional and artfully done, without relying on cliché video game tropes. What is best about the story is that it can only work as a game. The way the player interacts with the house and develops empathy for the characters, despite not seeing them, could never work in any other medium. It is the perfect example of where a video game can surpass films or novels in the realm of narrative. The gameplay in Gone Home is fairly simplistic. You can walk around, open doors, open drawers, turn on lights, read notes, flush toilets, pick up toothbrushes and cups, and then throw those items around the house. The house feels lived in, empty pizza boxes, VHS tapes, books on the shelf, and homework in various rooms contribute to the authenticity of the world. The game is devoid of combat, puzzles, or any other elements generally found in games. This keeps the game grounded in reality. Despite not having the most realistic graphics, the designers at Fullbright Studios have managed to create a game world that feels astoundingly real. Gone Home is the video game equivalent of a short story, a two-hour experience that should be extremely palatable to hardcore gamers and noobs alike. It proves how games can be more than mindless violence and recycled storylines. It proves that games can be art. It is not for everyone, though. Those looking for a traditional heart pumping, competitive, exciting gaming experience should look elsewhere, but if you are looking for something different than the average first person shooter I completely recommend it.

    9.2/10
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  34. Dec 17, 2013
    8
    “Gone Home” by The Fullbright Company seeks to raise the bar on storytelling in videogames. The premise is simple, in 1995 you have been away from home traveling in Europe for a year and have just arrived home. You don’t know much of what has happened to your family in the last year other than they have moved to a new house. No one is home to great you when you arrive at 2am but through“Gone Home” by The Fullbright Company seeks to raise the bar on storytelling in videogames. The premise is simple, in 1995 you have been away from home traveling in Europe for a year and have just arrived home. You don’t know much of what has happened to your family in the last year other than they have moved to a new house. No one is home to great you when you arrive at 2am but through investigation of the house you uncover the events of the last 12 months.

    Coming off the success of Bioshock 2 and specifically Minerva’s Den, which the founding developers of The Fullbright Company worked extensively on, they decided they wanted to try something new. In most current releases the focus is on new and exciting gameplay or amazing visuals. Gone Home takes a different approach. The main focus is the story and how it is told, not flashy graphics or bar raising gameplay elements. They push towards the intricacies of any novel while maintaining interactivity, which is unprecedented in current video game releases. As the company is relatively new and small it allows the game to take risks that would otherwise have been left on the cutting room floor. The relative prestige of the individual developers lets the game gain a player base.

    Players can definitely see the influence that other games have had on this title. Some architecture and game elements feel almost copied from Bioshock and other similar releases. In the developer commentary that becomes available after finishing the game further explains the depth of links between Gone Home and previous titles. These references further the idea that the game tries to be like books, novels frequently reference other novels and literary works and including this in games is only a natural progression.

    While the graphics and gameplay may not raise the bar compared with the latest Call of Duty or Battlefield it has it’s own place among current video games. Another complaint is the length of the game that averages around 3 hours that, for the $20 is not very long but when you take into account the story can be justified. Overall the game is the beginning of the next phase of the industry, not only should games be about the latest graphics but we should ask for better storylines in the future. Personally I grant The Fullbright Company’s “Gone Home” a 8/10 and can’t wait to see what they come out with in the future.
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  35. Dec 17, 2013
    9
    Gone Home Review

    Gone Home is a story centralized exploration game, released August 15, 2013 by The Fullbright Company. The gameplay takes place in a seemingly abandoned house and the game unfolds through an eerie yet heartwarming tale of an extremely dysfunctional family. Gone Home was a game that went under the radar for most gamers, and was quickly shunned for its hefty price of
    Gone Home Review

    Gone Home is a story centralized exploration game, released August 15, 2013 by The Fullbright Company. The gameplay takes place in a seemingly abandoned house and the game unfolds through an eerie yet heartwarming tale of an extremely dysfunctional family.

    Gone Home was a game that went under the radar for most gamers, and was quickly shunned for its hefty price of $20.00 and only 2 hour of gameplay. However, for what the game lacked in replay value, it fully made up by delivering an immersive and engaging gameplay experience. The game is a masterpiece that welds together intricate webs of stories culminating in a smart and intriguing game. The story follows Kate, a university student, who takes a year off to study abroad. But when she returns to her family’s new house it is deserted. It is the game player's task as Kate to figure out the whereabouts of her family members. Through Kate's quest to put the pieces of her family's puzzle together, several story lines emerge. A lesbian love story involving Kate's sister Sam and Lonnie, an older high school student weaves romance, intimacy and sexual identity issues into the game. Kate stumbles into another story line involving a dark family secret that delves into the paranormal, betrayal and trauma.

    The game does a great job of providing an engaging and realistic playing experience through the use of cartoon graphics and sound effects. The story of Kate’s family can be found in the artifacts around the house, including photos, notes and audio diaries. The sound effects enhance the eerie atmosphere and mood of the game. This game is a perfect example of how games do not need action elements in order to create an engaging and immersive gameplay experience.

    Although Gone Home is an amazing game, it is not without its problems. The game, as stated before by many players, has little replay value. The only reason I found myself actually going back to the game was because I did not understand the full story at first, which can be another issue on its own. The game might require some preliminary research about the game before starting to play it in order to for players to fully understand the nuances of the narrative.

    Gone Home is an all around amazing game. Gone Home proves that there does not have to be flashy graphics and action elements in order to create a captivating game. Gone Home delivers a hopeful look at the future of games which will be more story driven and intellectually engaging. Although a great game, Gone Home is not worth the full retail price of $20.00 and recommend that you wait until the price is lowered to buy this game.
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  36. Dec 17, 2013
    8
    Gone Home is an exploration game that tells the story of a family. It is first person style, and it revolves around one house. The character you play is Katie, who is coming home to an unfamiliar house after a yearlong trip to Europe. No one is home when you arrive, and you have to explore the house to learn what Katie missed while she was gone.
    Gone Home has a different game style
    Gone Home is an exploration game that tells the story of a family. It is first person style, and it revolves around one house. The character you play is Katie, who is coming home to an unfamiliar house after a yearlong trip to Europe. No one is home when you arrive, and you have to explore the house to learn what Katie missed while she was gone.
    Gone Home has a different game style compared to traditional games and it contains an unfamiliar story telling method, but it is just as intriguing. While playing you will often find yourself curious to find out more information about the family and excited to find the next clue. It allows the player to become more involved in the story compared to traditional video games where you are not bothered to read any text. When you are going from clue to clue, you find yourself completely immersed in the story and you cannot put the game down. The feeling it relates to is the way you feel when you are reading an enticing book. The story is very well thought out and believable. Through the mixture of old notes, letters and voice messages, the game gives you just the right amount of information to put the story together yourself. The simple graphics and sound, along with the limited character functions allows for a very smooth gameplay experience, where you are never thrown off task.
    The main focus of the story is on Katie’s sister Sam who seems to have the most interesting story of all. However, curiosity for the story of the other family members is not satisfied. They even introduce Katie’s grandfather near the end of the game, but limit the information on him to a mere two artifacts. It would’ve benefitted the overall experience if there were more spin-off stories about other characters. Furthermore, the story seemed very short and you often learn information at a quick rate. If the story were spread out more and extra spin-off stories were added, the overall experience would be much more satisfying.
    Overall, the game is a new way of telling a story, which proved to be very successful as I was interested during the whole game. I would definitely suggest that anyone who is interested in narrative check out this game, as it is a fresh compelling method of story telling. Also any gamer will want to check it out to get a different yet equally satisfying gaming experience.
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  37. Dec 17, 2013
    8
    Gone Home is a groundbreaking game produced by The Fullbright Company. Gone Home is unique through its exploration of a deep narrative through simple, yet rewarding gameplay. As Katie returns from her year abroad in Europe, she finds an unfamiliar house in a state of dismay. While exploring the house, the player undercover clues to the family’s whereabouts and more specifically, the storyGone Home is a groundbreaking game produced by The Fullbright Company. Gone Home is unique through its exploration of a deep narrative through simple, yet rewarding gameplay. As Katie returns from her year abroad in Europe, she finds an unfamiliar house in a state of dismay. While exploring the house, the player undercover clues to the family’s whereabouts and more specifically, the story of Katie’s sister, Sam.

    Although Gone Home is a remarkable production, the game is lacking in some technical aspects. The most noticeable downfall are the graphics of the game, which are sub-par. Gone Home relies on its simplicity to convey its affecting story in the most effective manner, but the graphics of the game are too simplistic for a game of this era. The windows are blacked out to avoid having to detail an exterior world and objects that can be interacted with standout from the surroundings due to the increased graphical detail placed on these objects. The purpose of the game is to tell a meaningful story, placing less importance on graphics. Despite this, improved graphics would not distract the player from the game and would add a sense of validity to the game as a top-flight release in the current market. Another flaw is the lack of audio stimulation. Throughout the game, the only sound that is heard is constant pattering of rainfall outside. There are some sound effects, such as the buzz of a television or the sound of a running faucet, but aside from this, the only audio is Sam’s journal readings. When searching for the next clue, the lack of outside stimulation can cause the game to become temporarily mundane, discouraging the player. Gone Home is a well-done, focused game, but these technical deficiencies detract from the overall gameplay experience.

    Overcoming the technical flaws within Gone Home, the exploratory storytelling aspect of the game is the factor that makes this production so outstanding. The game is focused chiefly on uncovering the story of the family in a way, which is pure and has no distractions from achievements or points. The story that Katie begins to uncover about her sister Sam is atypical and suspenseful. Although many video games have captivating stories, Gone Home is so successful due to the way the story is conveyed. The gameplay is guided; the player is kept within boundaries that will ensure the final story is uncovered. Despite this guided gameplay, the player can explore the house in a variety of different routes, uncovering pieces of the story in different orders. The developers cleverly allowed these different routes to all uncover the final story as an intact narrative, allowing a sense of freedom within a game that takes place within a single house. This unique method of storytelling in Gone Home propels the game to a level of profundity and richness that few other games have ever achieved.

    The Fullbright Company has produced a remarkable game in Gone Home. This game has some technical shortcomings, but the unique depth of storytelling within the gameplay makes uncovering Sam’s story unlike any other video game available today. Overall, Gone Home is a story; hardcore gamers may not be as intrigued by what the game has to offer, but those with an affinity for rich literary works will be blown away.
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  38. Dec 18, 2013
    10
    The game “Gone Home” follows the story of Sam Greenbriar’s disappearance, seen through the eyes of her sister, Katie Greenbriar. You come home after being over seas for a year, to a house you have never been to, seeing as your family moved while you were gone. Upon arrival at your new house, you find your house to be empty, with a note on the door from Sam saying goodbye, and to not goThe game “Gone Home” follows the story of Sam Greenbriar’s disappearance, seen through the eyes of her sister, Katie Greenbriar. You come home after being over seas for a year, to a house you have never been to, seeing as your family moved while you were gone. Upon arrival at your new house, you find your house to be empty, with a note on the door from Sam saying goodbye, and to not go looking for her. Inside this old, gloomy house, you navigate your way through the maze of hallways, rooms, and secret passages, in the house, finding clues as to where your family has gone. Through examining scraps of paper, letters, posters, magazines, and other items, you uncover the secrets the house holds on your missing family.
    The story focuses on your sister, Sam Greenbriar’s disappearance, but the sub plots of “Gone Home” is what makes the game for me. Your parents, Terrance Greenbriar, a struggling author with an obsession with JFK, and your mother who works at a distant forestry, Janice Greenbrair, both have dark backstories, uncovered in the dimly lit rooms filled with evidence of your parents’ disappearance. This narrative on your parents gives a lot of depth to the game, and gives an even clearer depiction of the strained relationship your family has.
    You uncover your family’s stories through examining items such as letters or pamphlets found around the house. Finding these items leave much of the story to the imagination. Seeing as most of their stories are shown through one-way letters, or book reviews, you yourself can fill in the blanks of these plots. This aspect of finding the parts of their plots around the house, only to finish with a blurry outline of their past’s, adding a certain mystery to the game. I think that this works in favor of the tone set in this old, gloomy house. This is the first time Katie has ever been in her house, and no one is there. The mystery of the house gives an anxiety, which is felt at the flicker of every light, and at every dark corner. The tone and these unclear subplots tie in well with each other, and give a more dark and sinister mood to the game, which I think is really effective in delivering “Gone Home”.
    “Gone Home” uses a different type of storytelling to get across the plot of the game. You have to go looking for answers, instead of things being laid out in front of you. This gives a very real sense to the game. Its anxious and mysterious tone is strengthened through this way of storytelling, and effectively intrigues the players. I found myself enthralled in “Gone Home’s” world, looking deeper into the stories of my family, and deeply analyzing the narrative and feel of this game. I really enjoyed playing it and have and will recommend it to others.
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  39. Dec 18, 2013
    10
    Incredible. What a great game- so unique. Rare subject subject matter, such an intimate narrative. 10 out of 10, undoubtably. Sure, it's short, and the replay value is close to zilch, but that's the nature of the narrative. Completely worth it, seeing as I bought it for $5.
  40. Dec 19, 2013
    10
    This is a truly amazing game, I've never felt so connected to a video game character before. Make sure to start playing it blind, no spoilers... Everyone needs to play this!!
  41. Dec 21, 2013
    8
    I thought that this game was fantastic. Everyone here complaining about the gameplay went in to the game with the wrong expectations. If you go into it expecting there to be ghosts and thrills, then you are mistaken. You clearly did not do your research on the game and find out what it was about nor did you look at the core game mechanics before you purchased it.If you had done so, youI thought that this game was fantastic. Everyone here complaining about the gameplay went in to the game with the wrong expectations. If you go into it expecting there to be ghosts and thrills, then you are mistaken. You clearly did not do your research on the game and find out what it was about nor did you look at the core game mechanics before you purchased it.If you had done so, you would have realized that this is a STORY DRIVEN GAME. Its like reading an animated mystery book. I, however, did my research and made an informed decision to purchase this game. It was one of the best purchases I've made. The story was compelling and I felt an emotional connection to the characters. The game is short, yes, (lasted a bit over 2 hours for me, and 4 for my girlfriend) but never once did I want to stop playing. When the game was over, it felt complete. It felt well executed. Many games fail to convey emotions to the player and fail to wrap up the story in a satisfying way. I feel that this game did exactly as advertised and I am immensely pleased with my purchase. The only other game that comes to my mind as having a similar emotional and "complete" feeling at the game's end was Bastion. Both of these games just had something special about them that I really connected with. So, take that for what it's worth, I suppose.

    The game just felt complete, and nothing seemed to be an afterthought. Its not one of those games where you shoot stuff for 6 hours surrounded by a weak story with plot holes everywhere. Don't get my wrong, I love FPS games and play them constantly. But Gone Home was just a nicely needed change of pace and made you actually feel like a part of an evolving story for once. And for that, this game was worth every penny
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  42. Dec 27, 2013
    10
    Gone Home manages to pull off a perfect exploration game without the use of annoying puzzles that could have been (but thankfully weren't) thrown in for the pure purpose of extending gameplay.
  43. Jan 26, 2014
    8
    I think that this game is an important step in the right direction, but in all fairness it is too expensive for what is offered. I have never felt this warm and intrigued by a game space. Exploring the house feels like an experience I had when I was younger, walking around the house that my family just moved into. A game has never really been able to draw me in like that before. I wouldI think that this game is an important step in the right direction, but in all fairness it is too expensive for what is offered. I have never felt this warm and intrigued by a game space. Exploring the house feels like an experience I had when I was younger, walking around the house that my family just moved into. A game has never really been able to draw me in like that before. I would love to see another game where you simply explore a space, but I feel like that space needs to be bigger if you are going to charge $20. If this game was $5, I would easily give it a 10 out of 10. I also found the story to be, while engaging, slightly underwhelming. I liked it but you feel like you are getting baited into something (with the Oscar subplot) only to be let down lightly at the end. I had an unforgettable experience exploring the house but it needs more content for the current price to be justified. Expand
  44. Jul 6, 2014
    9
    This game surprised me with how brilliant it is. A great story told perfectly. I don't usually get too emotional with games, but felt the feels in the second half of this game. Awesome soundtrack and nostalgia plus for those who lived through the 90s.
  45. Mar 28, 2016
    10
    Very well done game even if its short, since it has so much detail. Hope to see more from the fullbright company in the future, great experience and a journey back to the 90s when i grew up
  46. Jul 16, 2016
    8
    I'm rating this game a five in protest to rave scores from professional critics. Oh, I'm perfectly fine with indie games, as well as 'experience' 'games' in general, but giving this short collection of interactive notes (that's what this really is) anything over 60 or 70 is ridiculous.
  47. Nov 26, 2014
    9
    This review contains spoilers, click expand to view. Straight off the bat, the people who rant about Gone Home not actually being a game may be absolutely right. While there are a few "puzzles" for the player to work out, these are hardly a challenge to work out, and Gone Home can hardly be called a game any more than a film or a novel can. However, the important thing to remember is that this doesn't matter! It is a form of media that aims to deliver a story to a player and cause an emotional response, and Gone Home does that better than the vast majority of books I've read or films I've watched.

    Many people seem to be saying, "If the story is all that matters, then why would you bother making a game, (or an interactive narrative experience, if you want to be a dick)?" Let me put it this way. have you ever seen a horror film. Now, I don't know about you, but I find that horror films never have much of an effect on me. They make me jump, sure, but they very rarely cause me to fee fear. Horror video games, on the other hand, are a different matter entirely. While watching a young defenseless woman hide in a cupboard, with a horrendous monstrosity only feet away, I feel very little. Put me in Amnesia however, and suddenly the drop of a pin can have me cowering in fear. Interaction, for many people at least, helps a form of media to get to them. Immersion is the word. Without immersion, a story such as this would be nothing more than average, maybe even boring. However, put the player into the story, make them feel as if they are part of it, and everything becomes a little more real, and because of this it has a greater effect on your emotions. I can honestly say that Gone Home had a greater effect on my emotions than any form of storytelling I've experienced in the last year.

    Another complaint I've heard is that although the story focused element is fine, more gameplay could easily be added alongside. References to Heavy Rain, or The Walking Dead are often present. These people have once again missed a crucial detail, Gone Home is not a game. It does not need gameplay. While it is true that I find Telltale games' content more enjoyable than Gone Home, One thing I honestly believe their games could go without are the few incidences of gameplay the game has to offer. I am of course referring to the Quick Time Events. Every gamer knows that quick time events are pretty much the worst thing you can put in a game. They're Boring, repetitive, fluctuate from extremely hard to insultingly easy with the drop of a hat, and worst of all, they break immersion. Nothing takes you out of a game faster than a bunch of letters flashing onto your screen. While The Walking Dead and Heavy Rain waste time trying to be something they're not, Gone Home focuses entirely on what matters, the story.

    In regards to the story, you can take it or leave it. Whether you enjoy the story, or think it's a load of pigswill is completely subjective. I would personally be in the former, but don't take that as any sort of proof.

    Overall, if you're solely a gamer, look elsewhere. Gone Home has little to offer you, other than possibly a different perspective on the gaming media. However, if you're feeling pretentious and want to be thoroughly absorbed into a mundane yet moving story, settle down for an hour or two of Gone Home.
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  48. Dec 13, 2014
    8
    Gone Home is an intriguing story about a young girl named Katie, who arrives home from a trip around Europe to find her house, an old mansion, empty and a note on the front door from her younger sister Sam. You assume the role of Katie, as she roams the house trying to find clues as to the whereabouts of her parents and sister.
    As you scour the old mansion looking for clues, you quickly
    Gone Home is an intriguing story about a young girl named Katie, who arrives home from a trip around Europe to find her house, an old mansion, empty and a note on the front door from her younger sister Sam. You assume the role of Katie, as she roams the house trying to find clues as to the whereabouts of her parents and sister.
    As you scour the old mansion looking for clues, you quickly realize that Sam has left home and doesn’t want to be found. Throughout the game you find clues that provide information about the family and their friends, and that enables you to learn about their lives and put together the pieces of the mystery. The narrative guides you along the journey and the slower and more thorough you are in your exploration of the house, the more information you gather about the family.
    The game was developed on a low budget, but the graphics and design quality are superb. Having the game take place at night was a clever, strategic move from the designers because they didn’t need to include any graphics of the outside. This also added to the feelings of creepiness and mystery that are evident throughout the story. I also found the details in the house to be very accurate. The designers put tremendous effort into making the house feel as real as possible and the realism was beneficial to the game experience.
    I found the gameplay to be extremely pleasing. For an individual like myself, who is not a big gamer, the controls were incredibly simple to learn and use. As well, the story moves at a pace that is dictated by the user. The faster you move around the house, the quicker you will finish the game, but the less you will learn about the family. Depending on what you want to take away from the experience of playing the game, you can decide how thorough you would like to be in exploring the house.
    I very much enjoyed the game and its mysteries kept me engaged the entire time I was playing. I would recommend it to all gamers and even non-gamers because it is simple and easy to play yet it has a complex and interesting story.
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  49. Dec 14, 2014
    8
    Gone Home is an interactive game, in first person, that is filled with mystery and suspense. Published by The Fullbright Company, Gone Home takes place in the year 1995, inside an old house located in Arbor Hill, a small town near Portland, Oregon. The gamer interacts as a young woman named Katie Greenbriar, who has just come home from vacation to discover the mysterious absence of herGone Home is an interactive game, in first person, that is filled with mystery and suspense. Published by The Fullbright Company, Gone Home takes place in the year 1995, inside an old house located in Arbor Hill, a small town near Portland, Oregon. The gamer interacts as a young woman named Katie Greenbriar, who has just come home from vacation to discover the mysterious absence of her family. Katie searches her house, looking for clues that could lead her to where her family might be.
    In Gone Home, several factors provide the gamer with a realistic experience, including: the gameplay, the graphics, and the sound. Once the gamer opens the front door of the house, they are able to explore freely. Being placed in the first person view adds to the realism of the game; the gamer is viewing exactly what Katie is seeing. The graphics in this game were deftly crafted, which allows for the genuine and personal playing experience. While playing as Katie, you can pick up almost everything you see and can examine objects clearly and thoroughly while searching for clues. There are little to no limitations in Gone Home, other than not being able to leave the house. There is no specific storyline you must adhere to; the gamer can go wherever he or she pleases. The sounds in the game also contribute to the realism. Throughout the entire story, the sound of thunder and rain is apparent in the background, which creates an eerie atmosphere. The subtle, but needed noises such as: a door opening, the static from a TV, and the creaking of stairs, gave the game a genuine feel.
    Gone Home does an excellent job of telling a realistic and plausible story of Sam Greenbriar, Katie’s younger teenage sister. At the start of the game, Katie discovers a shocking note taped to the front door from Sam, warning Katie not to go searching for her. Right from the start of the game, there is a compelling sense of mystery that leaves the gamer wanting more. As you begin to uncover clues, you become intrigued and inquisitive about Sam’s fate. It is critical that the story is set in the year 1995, because communication was not as advanced as it is today. If the plot was set in the 2000’s, Katie would have the ability to easily contact her sister through common technology. Steve Gaynor, the designer of the game, and the developers at The Fullbright Company embedded objects that were common in the 90’s such as: the Nintendo 64, Pulp Fiction, and big boxy televisions. These small, but thoughtful elements helped to enhance the experience of being in the year 1995.
    Gone Home is a one of a kind game that is full of suspense and surprises. As you get further into the story, you become emotionally attached to the Greenbriar family. The realistic storyline allows gamers to connect and understand the game in depth and for that reason I would recommend it to anyone who enjoys anticipation and curiosity.
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  50. Dec 14, 2014
    8
    The Fulbright Company’s game “Gone Home” is a first person exploration of the main character, Claire, who comes home after a year abroad, to her family’s new house, to find that no one is home. The game consists of exploring the house, discovering secrets about her family, and the ultimate goal, of discovering where everyone has gone.

    I really liked the game because the plot was so
    The Fulbright Company’s game “Gone Home” is a first person exploration of the main character, Claire, who comes home after a year abroad, to her family’s new house, to find that no one is home. The game consists of exploring the house, discovering secrets about her family, and the ultimate goal, of discovering where everyone has gone.

    I really liked the game because the plot was so believable. I think it did a great job conveying what it’s like to come home to an empty house. Most games start off somewhat realistic, but the further you get through these games, the crazier and less believable things become, and you end up just shooting everything that moves. However, in “Gone Home”, the game remains true to its course, telling a mysterious but gentle story. One of the greatest aspects of the game is the sound. The storyline is by no means scary, but the noises in the background create an ambiance of creepiness. Whether it was a boom of thunder in the background or the sudden creaks of the old house, the sounds of the game forced me to be alert, and a bit on edge.

    One negative view I have on the game is that it is a little repetitive. The game was designed for any level of gamer to play as the controls are so simple, but this got a little boring. I would have like to see some enhancement in the difficulty of the controls throughout the game. Another con about the game is, that although we learn a lot from Claire’s perspective about her family and their development throughout the story, Claire herself does not undergo any real character development. Other than knowing that she has just returned from a year abroad in Europe, we don’t really know anything about her. The game would have been more interesting if we could learn more about Claire and how her discoveries of what happens to the rest of the family affects her.

    I enjoyed playing this game. I would recommend it because of its universal appeal: the controls are simple and straightforward for beginners, but the story itself is deep and complex, challenging even the most experienced gamers.
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  51. Dec 14, 2014
    9
    The date is June 7, 1995; you arrive at an unfamiliar somber new home. It is a dark and gloomy night. You find a disheartening note from your sister explaining no one is home. Uninformed and confused you are left to search around the new foreign home for clues.

    The video game Gone Home is proof that advancements in the world can be made by taking a step backwards. Gone Home on the
    The date is June 7, 1995; you arrive at an unfamiliar somber new home. It is a dark and gloomy night. You find a disheartening note from your sister explaining no one is home. Uninformed and confused you are left to search around the new foreign home for clues.

    The video game Gone Home is proof that advancements in the world can be made by taking a step backwards. Gone Home on the surface can seem very basic, but within the game there is so much underlying information. Within every room you enter in the Arbor Hill mansion there are abundant additions to the profound story line occurring within the game. The simplicity of Gone Home adds to the realism of the game. The game allows for the players to make their own connections throughout the game and take no direct route to finishing the game. The game confirms that there can be depth within a basic exterior.

    In our current society most “gamers” are attracted to first person shooter games or game that involve violence within the story line. Gone Home offers players intrigue and mystery rather than adrenaline and violence, with depth that offers a distinctive gaming experience. As you explore through the home, each clue you find helps you to understand for about the family and what has happened to them. Shooter games can be gory, stressful and posse very shallow story lines. Being left to explore a unfamiliar location for an endless amount of time leaves you finishing the game with a feeling of accomplishment by enriching your knowledge. The ending of Gone Home is criticized by players who are used to “shoot em up” endings but a player who has taken time to access all the information within Arbor Hill will enjoy the richness of the unpredictable ending of the game.

    Gone Home is a crucial addition to the gaming industry. The game veers away from the current norm in the video game industry. The creators of Gone Home weren’t concerned about profit relating to their game, they focused on the storyline of the game and established a rich information filled game. The characters in the game are non traditional and surprisingly create emotions of sympathy and passion for the player.

    The game offers a seemingly simple but ultimately deep and rewarding experience. The differences that Gone Home offers to its players is relief from classic violent shooting games that can seem endless and boring. Gone Home interactive components leave the player with so many unanswered questions and emotions that it stays with you and makes you want to play other games that challenge the stereotypical format of the game industry.
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  52. Dec 14, 2014
    8
    This review contains spoilers, click expand to view. The game, Gone Home tells the story of Katie, an older sister returning home after a long trip in Europe. She comes home to an abandoned house; she must piece together the clues to discover where her family is and what happened while she was away.
    Gone Home is a mystery-solving game driven by your curiosity. Gone Home is not a combat or a strategy game; it is not a game that you can win or lose. It is a game that you can finish but still have missed many clues. This encourages gamers to play it multiple times. A deeper understanding of the family is gained each time it is played. Most games are built on the model of instant gratification. In Call of Duty, you receive gratification when you kill someone and in Stronghold, you receive gratification by becoming more powerful. If you like games where you are given instant gratification then Gone Home may not be for you. In Gone Home, you receive gratification from finding clues and slowly piecing together the secrets of the Greenbriar family. I am a curious person so I liked this aspect of the game. This is a mystery-solving game for the curious.
    Gone Home is a short, detailed game. It was developed by a young indie game company called the Fullbright Company. Due to the Fullbright Company’s small size it didn’t have the resources to build a large and elaborate game with excellent graphics. The game designers compensated for this by making the setting tiny and incredibly detailed. The actual game can be finished in under a minute, however, it takes hours to experience the game fully. To solve and unravel the mystery you must open drawers, read letters and explore secret passageways. I’ve played Gone Home three times and each time I discovered new things. I know that there are more things to find. The game’s short length and its elaborate detail are its strengths.
    Gone Home has an incredibly realistic and humanistic storyline. The realism found in the game makes it more relatable and intimate. Gone Home is a game about a family and their relationships with one another. The Greenbriar family is like any other - complex. The game largely revolves around the family member Sam. Sam is a high school student who is trying to express and explain her homosexuality to her parents. If you play games to escape reality then this game is not for you. The realistic relationship-based storyline is universal, anyone who has lived through high school can relate to it.
    Gone Home is an innovative mystery-solving game with a relatable and intriguing storyline. I enjoyed playing it. I would recommend Gone Home to the curious and to those who are tired of first-person shooter and strategy games.
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  53. Dec 14, 2014
    9
    Gone Home is a first person hands on video game about a girl, Katie, who comes home from a long vacation, expecting to receive a big welcome home, to find a quiet empty house. Set in 1995, Katie is exposed to many artifacts and clues allowing the navigator to tie pieces and ideas together about the whereabouts of her family, more notably her sister, Sam.
    In the story Katie quickly learns
    Gone Home is a first person hands on video game about a girl, Katie, who comes home from a long vacation, expecting to receive a big welcome home, to find a quiet empty house. Set in 1995, Katie is exposed to many artifacts and clues allowing the navigator to tie pieces and ideas together about the whereabouts of her family, more notably her sister, Sam.
    In the story Katie quickly learns that her parents are abroad for their anniversary and know about Sam’s absence. Gone Home, contrary to most games, presents a realistic and relatable story for the character of Sam. Sam is going through a relatively typical stage of teenage life. Similarly to many teenagers in the real world, after switching schools Sam feels lost, lonely and becomes detached from her parents. Unlike most video games, Gone Home does a tremendous job displaying character progression through the cigarettes found in Sam’s locker and her partake in the riot grrl movement. Gone Home’s historical setting played a big role in its success. Setting the game in a modern and digitally intensified world would have made the game beatable with a simple text to Sam titled “where are you?”. By navigating through a house surrounded by artifacts from 1995, the player must slowly tie pieces together, make connections and reach creative conclusions. Equally as important as the story line is Gone Home’s game play.
    The game play in Gone Home has both negative and positive aspects, however, it can be understood why such negative features were implemented as they comply with the games purpose. The inability to run shows a lack of attention to detail as in such moments of disarray Katie is bound to be running urgently around the house to locate her sister. It is unrealistic in a time of chaos for Katy to carefully investigate each room carefully. However, I recognize the importance of doing so, because the game’s purpose is to tie large ideas together and solve mysteries, therefor, the inability to run is essential in forcing the player to act attentively. Nevertheless, the game should strive further towards realism as it allows players to better relate to the scenario. The game’s ability to present an element of horror such as broken lights, locked doors and safes without prototypical pop-ups should be admired. Such a subtly realist mode of horror, which is uncommon for a video game, makes it more effective.
    Gone Home disproves the misconception that playing video games is merely a way to pass time and serves no purpose. I recommend such a game to any student who isn’t fond off reading as such a progressive game serves the same purpose as reading a story, yet doesn’t require extensive reading. Gone Home demonstrates the potential video games have in the educational field as it forces people to act in a critical manner rather than turn their brains off.
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  54. Dec 14, 2014
    10
    Gone Home is a first-person interactive story video game. It is set in the year 1995, the plot focuses on exploring a mansion in Portland, Oregon, and you must examining common household objects within the home. It starts with you arriving at an empty mansion. Your name is Katie and you are the eldest daughter of the Greenbriar family, you have just returned after a year abroad in Europe.Gone Home is a first-person interactive story video game. It is set in the year 1995, the plot focuses on exploring a mansion in Portland, Oregon, and you must examining common household objects within the home. It starts with you arriving at an empty mansion. Your name is Katie and you are the eldest daughter of the Greenbriar family, you have just returned after a year abroad in Europe. She expects her parents and sister to be there to greet her. Instead she finds only a deserted house, filled with secrets. It is up to you to explore the house and find out what has happened. Overall I thought that this was an incredible game, because it has a remarkable story and to me that is one of the most essential parts of a game. It was really entertaining to go around the house unlocking doors and solving the mystery of where your sister and parents are. The graphics in this game where mind-blowing, it was so good it almost felt like I was in an actual house. It was extremely realistic, it feels like your in a real house because there are all sorts of objects that you can pick up to examine that would be in a real house such as books to read and records to listen to. The kitchen is disorganized, and the bedrooms feel like someone is actually living there. The makers of the game put a lot of time and effort into all the small details such as all the objects that you can pick up, they all look very convincing. As you explore you come across notes, telephone messages, and diary entries that offer clues necessary for you to solve the mystery. The sound and graphics added a whole other level of complexity to it, because the lights flicker, there’s a thunderstorm outside, and the house seems to moan, which made it all scarier and more realistic at the same time. Throughout the game you get voice messages from your sister and they are really well done because they sound lifelike and give you hints about the plot but don’t give to much of it away. One of the parts that I didn’t enjoy was that there wasn’t a lot of action, you couldn’t jump or run which adds a layer of fun to a game. Over all I really admired the game. I had a lot of fun exploring the house and solving the mystery. I would recommend it to anyone I know because of its great mystery and story. Expand
  55. Dec 15, 2014
    9
    Initially the thought of "Gone Home" made me cringe. The components for the game did not line up. However after playing the game it could be that these strangely formatted components actually made the game puzzling, interesting and genuinely entertaining to play. IGN game critic Marty Sliva states "Gone Home’s" “jumbled mess of oddly shaped metaphorical puzzle pieces” is what makes theInitially the thought of "Gone Home" made me cringe. The components for the game did not line up. However after playing the game it could be that these strangely formatted components actually made the game puzzling, interesting and genuinely entertaining to play. IGN game critic Marty Sliva states "Gone Home’s" “jumbled mess of oddly shaped metaphorical puzzle pieces” is what makes the game remarkably interesting, I agree with him. Returning home, Kaitlin Greenbriar is greeted by a deserted house filled with secrets. In first-person you explore the house to uncover untold mysteries from finding notes and clues, ultimately to solve and understand the Greenbriar’s past.

    "Gone Home" is not perfect, nothing is. What "Gone Home" fails to-do well is make its story and gameplay intertwine easily for every type of player. Most of the bad reviews for "Gone Home" are a result of people not playing the game how it is supposed to be played, not allowing them to see the true beauty that lies under the surface. Traditionally video games have a distinct objective whereas "Gone Home" dose not. If "Gone Home" could have found a way to force the player to follow the storyline it’s overall reception would have been much better, because the story is prodigious if played correctly.

    In the case of "Gone Home", less is more. There is no elaborate graphic engine, no multi-million dollar company behind the game, but the simple gameplay, mediocre graphics, and intrinsic audio, all make the game great. The audio cues and readings from Kaitlin’s sister Sam’s journal, resonate an alternative perspective for the player, which might not come naturally at first, deeper meaning seems to be a common theme in the game. "Gone Home’s" profound story make it brilliant to play by immediately creating questions for the player, as a result you become captivated by the game. "Gone Home" perfectly shows that violence or external sources of entertainment are not needed to make a video game fun, which is why in my perspective Steve Gaynor and Fullbright made an amazing game.

    When Steve Gaynor was unsatisfied with big budget work and decided to make a “personal game, one with an intimate narrative,” he made a bold choice. "Gone Home" combines great atmosphere with a fascinating story and simplistic gameplay to create something that other games do not have. I am not sure what that something is; it is more of a feeling that comes as you play rather than something you can describe. The fact that I got a feeling I have never had from a game tells me "Gone Home" is special.
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  56. Dec 15, 2014
    9
    Gone home is the coming of age story on Sam Greenbrier, told through game play from the point of view of Sam’s sister Katie as she explores her family’s new house after arriving home from a year long trip, to find her that her family is gone. The story takes you through the struggles of a 1995 family, and their daughter who is trying to find her self through her relationship with herGone home is the coming of age story on Sam Greenbrier, told through game play from the point of view of Sam’s sister Katie as she explores her family’s new house after arriving home from a year long trip, to find her that her family is gone. The story takes you through the struggles of a 1995 family, and their daughter who is trying to find her self through her relationship with her girlfriend Lonnie, and through the Riot Grrl music that she surrounds herself with, all while her family life begins to crumble beneath her.
    I am not a gamer whatsoever, however I still managed to be captivated by this really amazing game; The rich narrative based in exploration, the suspense built by the incredible score, and the desire to discover more about what happened to Katie’s family made for a fantastic experience. The first reason I enjoyed this game is because it had a very rich story line, and very well developed characters. The most important character to the story was Sam; as we explore the house we discover all that Sam has gone through in the year that Katie has been away, from coming out to her parents, to experiencing her girlfriend leaving for the army, all the while being surrounded by the Riot Grrl, pun, and grunge scenes of 1995. One of the reasons this game was so fun to play is because of the suspense created by Chris Remo’s original score. The effect that this music had on me was not unlike that of the music in Alfred Hitchcock’s Psycho. As I guided Katie through the dark passageways of the house the music kept my heart rate up, and kept me glued to my screen. Another one of the things I loved about this game was the way in which it tapped into my curiosity, and made me want to discover more. Generally people are very curious beings, and I am no exception, because of this curiosity I found gone home to be very intriguing. As I would stumble upon secret passageways and find hidden object, it would make me want to keep exploring and solve the many mysteries that the house held. All of these elements of the game made it incredibly enjoyable to play.
    While I really enjoyed playing the game there was one thing that I really didn’t like, which was the ending. The suspense building up to the ending was huge; after a lengthy exploration of the house, I finally found the key to the locked attic. As I guided Katie up the stares and through the attic, I was prepared to see something huge. However, what I found was the anti-climactic realization that Sam had simply run away, and that the notes that we had been hearing throughout the game were all part of a journal that Sam had left in the attic for Katie to read. While I did enjoy the fact that the journal being read to us throughout the game was actually found in the attic, I still found the ending to be quite anti-climactic. Throughout the entire game, I had been learning about Sam and her family, and I had gone to great lengths to find the key into the attic; all of this build up made the end of the game quite anti-climactic.
    In conclusion, I really enjoyed playing Gone Home, and despite the fact that I didn’t love the ending, the rich narrative, incredible score, and the way in which it peaked my curiosity made this game incredibly fun to play. Despite the fact that I am not a gamer, I am confident that anyone, gamer or not, will enjoy this game.
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  57. Dec 15, 2014
    8
    Do you know that moment when you are focusing so hard on a particular object that you develop tunnel vision and it is not until you step back and examine the whole object that you finally realize what you are looking at? Playing Gone Home is similar to focusing intently on that one spot, and it is not until the end of the game that you take the figurative “step back” and really see theDo you know that moment when you are focusing so hard on a particular object that you develop tunnel vision and it is not until you step back and examine the whole object that you finally realize what you are looking at? Playing Gone Home is similar to focusing intently on that one spot, and it is not until the end of the game that you take the figurative “step back” and really see the whole game. In Gone Home you play as Kaitlin Greenbriar, a 21 year old who has just come back from a year abroad, to her new house in Oregon. Playing as Kaitlin you quickly realize no one is home and you set out exploring the house to see where everyone is, accidently uncovering your family’s past and secrets throughout the process.

    From the moment you step on to the porch of the house, Gone Home’s narrative pulls you in and engrosses you. The free flowing gameplay essentially allows the player to create their own game, as they choose the rooms and floors to explore. Gone Home’s intricate plot makes finding each clue a challenge and gives the player a sense of reward when they finally do uncover it. I really enjoyed how you can dictate the pace of the game yourself, making it easy for a gamer of any level to be able to enjoy the game.

    However with the free flowing gameplay, there are no hints or directions of what to do, making it fairly easy to get stuck in the house and confused as what to do next. I think if the developers were to re-release this game, it would make sense to add a hint button. Even though a hint button could be abused, gamers with a high integrity that appreciate the game for its plot would only use it as a last resort, and to keep the gameplay moving.

    An underrated aspect of this game in my opinion is the sound. Starting the game the soundtrack gives the game an ambiance of horror, almost foreshadowing a heavy supernatural theme. But as you progress the soundtrack proves to be wrong, as the game is more about an emotional journey. Nonetheless, the music adds a whole new dimension to the game, and while the music is overlooked, I strongly think without it the game would be drastically worse.

    When I started the game, I had a very negative outlook on it. Now re-examining, the challenge of finding clues and progressing through the game proved to be highly enjoyable. I would highly recommend Gone Home to a gamer of any level, as even the most inexperienced gamer could find enjoyment of playing through the house uncovering secrets and clues.
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  58. Apr 21, 2015
    10
    Short and sweet first person point-and-click game. The story is the main selling point, so do not expect any heavy action. Do not buy this if you want anything action packed. Do buy this if you want to play a game that unfolds a really touching story. Excellent voice actiong.
  59. Apr 10, 2016
    9
    Gone Home is landmark game. A big step in the realm of interactive storytelling. This game completely captivates you if you let it. There's no real gameplay other than picking things up and walking around the house. The basic premise is that a girl comes home to find her house empty. She must explore the house to find out where everyone went. The atmosphere in this game is absolutelyGone Home is landmark game. A big step in the realm of interactive storytelling. This game completely captivates you if you let it. There's no real gameplay other than picking things up and walking around the house. The basic premise is that a girl comes home to find her house empty. She must explore the house to find out where everyone went. The atmosphere in this game is absolutely amazing. In the game, your character, Katie, hasn't been to this new house yet because she was out on a trip while her family moved in. This game really uses that and it makes you really feel like you are walking in on a strange old house for the first time. You feel the house creak as you walk through the dark halls. The noises of faint footsteps create an amazingly eerie atmosphere that makes you want to turn on all the lights as if you were actually exploring a dark house. It has a surprisingly haunting atmosphere that I wasn't expecting from this game but I absolutely loved it. I caught myself dropping an item to look around a corner to see if there was someone there several times. The creaks and cracks of the old house make it feel so much more real and life like. I Also felt the story was surprisingly captivating and emotional considering that if this were written as teen fiction, I wouldn't have read it. The fact that the story was told in a house that felt so real made it even more emotional. I felt connected to the game and it really felt like I was learning about someone else's life through the belongings left in their abandoned home. The struggles of the teenage life may seem kind of boring and a bit cliche, but this game made them feel so real. There was something about the way the story was presented that made me feel a lot more emotionally attached to it. It had so many small details that made this game seem so real, from recorded VHS tapes of The X-Files, to movie tickets to see Pulp Fiction, to the homework assignments on desks, this game felt alive. The best thing about the story is that the more you explore, the more you learn and the more pieces of the puzzle fit together in the end. While the main story is about your younger sister, there are several other stories about the other family member that can be discovered. Some of which are kind of dark (which I like). Some of these stories are really up to your interpretation based on the clues you've found around the house.

    In the end Gone Home is a hauntingly beautiful game that really feels alive. This game wont be for everyone (as evident by the negative reviews) but for fans of great interactive story telling, this game is a must.
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  60. Nov 9, 2015
    8
    An interactive story that offers a special kind of personal insight into the lives of others that only the medium of games could provide. If you connect strongly with themes of family and coming-of-age drama, you'll find the writing here is convincing and reinforced by the home you're exploring as you go. The story itself is fine, but the way the setting and environment design communicatesAn interactive story that offers a special kind of personal insight into the lives of others that only the medium of games could provide. If you connect strongly with themes of family and coming-of-age drama, you'll find the writing here is convincing and reinforced by the home you're exploring as you go. The story itself is fine, but the way the setting and environment design communicates with you as you move through it is what sets this apart as a memorable experience.

    If you're not a fan of the interactive narrative style of game, there's nothing here for you to enjoy, but if you want a well-crafted experience, this one has a story to tell that's funny, honest, and heartwarming.
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  61. Nov 1, 2015
    8
    This review contains spoilers, click expand to view. The game, “Gone home”, takes place in 1995 and presents the Greenbriar family and the returning of the oldest sister in the family, Kaitlin Greenbriar, who is the character you play. She has been away for a year and are expecting to come home to a lot of greetings and celebrations, but the game takes a dramatic twist. You now have to go trough the scary, haunted house, which the family just moved to, to figure out where they are and what has happened.

    If I should point out the negative sides in this game, I would say that the lightning could have been better. I know the dark rooms play a great role in making the game scarier, but the lightening really bothered me. In some rooms I could not see anything at all and it took me some time to find the switch and I do not like wasting time. Something else I was not as happy with, was that the ending of the game was kind of obvious and boring. I felt like I could predict the ending and I figured out what the clues were about before I actually knew.

    But of course there are not only negative sides with the game. I really loved that the game took place in 1995 because it made the game spookier and everything seemed more mystical and scary. The sounds and music in the game also participated with the scary parts, because the floor cracked when you walked on it and outside it was raining and there were crashes of thunder. You also have to solve many puzzles in the game to get to know what is really going on. When you start at the foyer you have to get in to the house and search around the house to figure out where to get to other rooms, where everyone is and what has happened when you were away. When you are getting towards the end you, hopefully, have gotten to know some characters who I, at least, though was very interesting characters.

    To sum this up I would say that I really liked the game because you are playing a role who has to figure out what is really going on, you have to be a detective which is the type of game I like. So if you are the type of person who likes to figure things out based on clues and objects you find this is the game for you!
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  62. Nov 8, 2015
    10
    This review contains spoilers, click expand to view. Gone Home is a first-person action adventure game released by Full Bright Company on August 15 2013. The game takes place in an old mansion on Arbor Hill, Oregon in 1995. The main character, Kaitlin Greenbriar, has just returned from a year-long trip to Europe only to find that the mansion is completely abandoned and that her sister has left but a vague message telling her not to search for clues about where she’s gone and why she chose to leave.

    I think that, right off the bat, a lot of players were expecting Gone Home to be your average Joe’s horror game filled with jump-scares, ridiculously difficult puzzles, monsters and an insanity-meter. I find this completely understandable, because at first I felt the exact same way and almost signed it off as a dull remake of Amnesia: The Dark Descent. However, it didn’t take very long to realize that Gone Home was completely different and that it wasn’t supposed to be played like any other game I’d ever tried before.

    My favourite thing about the game was Sarah Grayson’s voice acting. Never before have I “connected” with a character so quickly and I also want to highlight how well the developer managed to show that a video game made in 21st century doesn’t necessarily need to include a lot of violence, or any sort of combat system for that matter, in order to be interesting and entertaining. Some might argue that the storyline needs some altering, because it was fairly predictable, but personally I feel like having a huge plot-twist wouldn’t have fit the game and that the current ending is all it needs to be - a form of closure.

    In conclusion I can say that, for me, Gone Home was the game that I didn’t know I wanted until I first played it. With it’s interesting storyline and stunning graphics it’s hard not to love it. The player is instantly immersed in the story and the artifacts from the 90’s spread around the house makes the story believable and even makes the house feel lived in. I personally loved the game and I highly recommend it to anyone who wants to try something different or just enjoys searching for clues and piecing together information.

    Rating: 10/10
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  63. Dec 1, 2015
    10
    This game is an indie game done right! Unlike Undertale, this game is good and thought provoking. The gameplay is awesome and fluid! The controls are excellent. This is the best written game I have ever played. Great game! Overall score: 10/10! My personal game of the year for 2013.
  64. Dec 6, 2015
    8
    Game Review – Gone Home

    Gone home is a first-person adventure game developed and published by a company called Fullbright. Gone home is a game that takes place in the new house to the Greenbriar family, in the late 1900s. In the game you play as the character Kaitlin Greenbriar who just returned from staying abroad a year. When Kaitlin comes back from Europe, she discovers something
    Game Review – Gone Home

    Gone home is a first-person adventure game developed and published by a company called Fullbright. Gone home is a game that takes place in the new house to the Greenbriar family, in the late 1900s. In the game you play as the character Kaitlin Greenbriar who just returned from staying abroad a year. When Kaitlin comes back from Europe, she discovers something unexpected. The house is empty, with no furniture and she cannot find her family anywhere. She has no idea where her mother Janice, her father Terence and her sister Samanta are.

    When you start the game, you get to look around the house and try to find clues to what has happened with Kaitlin’s family while Kaitlin were away. You explore everything from papers, newspapers, books and cabinets, and in some cases you`ll need a code to unlock hidden secrets inside the house.

    The game is fun, and offers and exciting journey for the player to experience. You get new experiences, and you get to know the secrets that have laid hidden in the family for many years.

    One thing that is positive with the game is that you never get tired of playing, you always want to play more and explore new areas. The house has extremely many rooms full of surprises to discover, and lots of new information about different characters. In the game you don`t get told where you need to go next, but instead you have opportunity to roam around as you wish and in your own tempo.

    The music and the sounds you hear when playing through the game contributes to making the setting scarier and increasing the tension. The game is not packed with action, but once the sound and the music comes into play, it makes playing the game a completely new experience. Some players will probably be afraid to explore places such as dark rooms, at least i was when i started playing. The weather also plays a part in increasing the tension and excitement throughout the game.

    I really recommend others to try out the game, it is a game you definitely will have plenty of fun with. I for one will at least recommend the game to friends of mine who likes to explore and solve mysteries.
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  65. Dec 8, 2015
    8
    Video Game Review

    The video game “Gone Home” is set in 1995 in Portland Oregon. The game had its release dates on August 15 for Windows, OS X and Linux. And on the 12th of January for Playstation 4 and Xbox One. In this game, we follow the oldest daughter in the Greenbriar family, Kaitlin. Who has returned to her home from a year abroad. Normally her family would be there to welcome
    Video Game Review

    The video game “Gone Home” is set in 1995 in Portland Oregon. The game had its release dates on August 15 for Windows, OS X and Linux. And on the 12th of January for Playstation 4 and Xbox One.

    In this game, we follow the oldest daughter in the Greenbriar family, Kaitlin. Who has returned to her home from a year abroad. Normally her family would be there to welcome her, but the house is empty. Many questions needs to be answered.
    You will get the answers as you walk through in first-person and explore the Greenbrier house.
    “The Fullbright Company” is the developer of this game. The co-founders of the company have earlier worked on multiple games including the famous “Bioshock 2”. This game goes under the genre “adventure”, and it fits right in.
    The game has a small, scary vibe attached to it. The scariness increases at the start screen/menu, and the loud lighting inside the game intensifies it.

    You start at the front porch of the Greenbriar house. What you can see there is the locked entrance door to the house, a cabinet, a bench and your bags from the trip. At the front door there is a note:
    “Katie
    I’m sorry I can’t be there to see you, but it is impossible. Please, please don’t go digging around trying to find out where I am. I don’t want anyone to know. We’ll see each other again someday. Don’t be worried. I love you.
    - Sam”
    When the player reads this note it will trigger something in the brain and make the player want to find out more, investigate. At least it did for me. The first thing you will have to do is to find a key. When you find it, you can open the front door. Inside is the foyer, here you will start your adventure.

    It is quite easy to play this game, the controls are easily learnable. If you have played any game on a computer before, that is a plus. There will be used eight buttons and a computer mouse. With these buttons, and the mouse, it is possible to do different things. You can crouch, pick up objects, look closer at objects, open your backpack, view your map and look at your journals.

    In my opinion the storyline was good and exciting, with many surprises. It was the story that made me want to keep on playing. I wanted to find out what was going to happen next. I really liked the fact that you could always decide where to go. No cut scenes and the game never controlled your character for you. The game could have included some “side missions” though, to make it bigger and more whole. Overall I enjoyed playing Gone Home and I will probably tune in on Fullbright’s next game!
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  66. Dec 8, 2015
    8
    The mysterious Gone Home game

    Every house is full of information. If you look at the right places, you can find out so much about who is living in the house and maybe their story. This is exactly what the game Gone Home is about. The developer of Gone Home is called Fullbright, and they published the game August 15. In 2013. You play as Kaitlin Greenbriar, the daughter of Janice and
    The mysterious Gone Home game

    Every house is full of information. If you look at the right places, you can find out so much about who is living in the house and maybe their story. This is exactly what the game Gone Home is about. The developer of Gone Home is called Fullbright, and they published the game August 15. In 2013. You play as Kaitlin Greenbriar, the daughter of Janice and Terrance Greenbriar. After spending a year in Europe, Kaitlin comes home to her family`s new home. She gets a surprise, because her family are not to be found. When she walks around in the house looking for traces, she finds some info that she did not expect.
    The story takes place in 1995 in USA. Samantha is the main character, and as you are playing as Kaitlin, you have to discover what has happened to her and the rest of the family while you have been away. You have to explore the house by picking up objects, looking at Photos and reading letters. You also have to find hidden keys to open more doors, so you can explore even more. By doing this you will find information, and get closer to knowing what really happened to the family.
    While you play as Kaitlin Greenbriar in a first person view, you can pick up items to examine them closer. Sometimes when you pick up an object, it will trigger a voice that starts talking. This is the voice of Kaitlin`s sister Samantha, and it is about her journals. In her journals, she talks about what has happened to her at school, about her love life and a little about their parents. This makes the game a little bit more interesting. The sound of thunder and bad weather outside gives the game a little more tension, and makes the setting scarier.
    Gone Home is a good game. It is not just a win or lose game, but it is a game where you have to explore and do things the way you want to. There is not a manual for how to play this game, so you are free and do not have to follow a pattern. This is especially what I liked about Gone Home. I personally liked that I had to find out the story myself, instead of somebody reading the story to me. I strongly recommend this game to everybody who like to explore and solve mysteries. This is a game you will not regret playing.
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  67. Dec 8, 2015
    10
    Gone home – game review

    You arrive home after a year abroad. You expect your family to greet you, but the house is left alone. Something is not right; what has happened? Where is everyone? The game is based on the story composed by Chris Remo and published by Fulbright. It was released in 2013. This is interactive fiction, which means it’s a simulating game where the player uses the
    Gone home – game review

    You arrive home after a year abroad. You expect your family to greet you, but the house is left alone. Something is not right; what has happened? Where is everyone?

    The game is based on the story composed by Chris Remo and published by Fulbright. It was released in 2013. This is interactive fiction, which means it’s a simulating game where the player uses the keypad to control the character or the avatar you “are” during the game.
    Your mission is to find out what took place in the creepy, old and spooky house at Arbor Hill. There are clues to search for in the house, and each clue leads to another. For each step you take in to the deeply confusing and tragic story, you get closer to the answer. The story unfolds facts about every single family member.

    The game has a good build up and a lot of exciting aspects. What makes it interesting in my opinion, is the unkown concept and story that plays out; we have absolutely no idea what this game is about and how it will develop. Many people would say that lots of movies have the same exciting aspects, but to me the game is a bit different.
    In particular, I liked the graphics and the realistic surroundings. The producers have done a great job with the all the visuals and audio effects, which made the game a whole lot better.
    Another thing I noticed with the game was how quick you could finish it. Maybe the producers should have made it a bit longer; and you can’t skip right to the end. They have in a way done this already by adding “Sam`s notebook”, which we need to complete to get the full story.

    I would recommend this story to people with a general interest for both computers and stories. I don’t people with interest for opposite things would like this game. However, I think almost everyone could find joy from this game as it is a good concept. I would also say this game possibly would be more fun to play for kids than adults, as the game in a way is build up in a bit childish way.
    I think using this game in school is a very good solution and makes the class become a better one; where the class is different from the rest.
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  68. Dec 9, 2015
    10
    This review contains spoilers, click expand to view. Gone home
    Gone Home is a videogame developed and published by a company from Portland, Oregon called The Fullbright Company. It was created by Steve Gaynor and some more people and released 15th of August 2013. Gone home is a fictional game that is packed with surprises and hidden adventures.

    At the beginning of the game, you get a phone call that gives you information about the character you are playing as. Her name is Katlin Greenbriar. You begin on the porch of the house the game takes place in and find some baggage that tells you that the year is 1995. The plot is about discovering the family’s secrets in the mansion in Portland, Oregon on Arbor Hill. You play Kaitlin Greenbriar in first-person who is the oldest daughter of the Greenbriar family. She has two parents, Terrance and Janice and a younger sister, Samantha. Samantha, also called Sam is 17 years old.
    After being in Europe for the past year Kaitlin returns back to America and arrives to an abandoned house. The objective of the game you try to find out what has happened to the family. The more you look the more clues you find making the game much more exciting.

    I think the game was a little bit disappointing. It did not turn out the way I thought it would and that kind of disappointed me. I think it is a really good story and the effects and mystery behind builds up the story, but I wish it would turn out in another way. One thing I really liked about the game was the diary Sam had written to Kaitlin, and especially when it got told in Sam´s voice after you had found something in the house. Other things I enjoyed include the music, the graphics and the house. It was really exciting to walk around in the enormous house. I loved to play the game and didn´t want to stop
    It is a really fun game to play because you can do so much. You can walk almost anywhere you want, pick up stuff and look at it making it feel very interactive and real. Except for the end it was one more thing I didn’t like, and that was that if you looked the “wrong” place you could finish the game after around 10 minutes, so I wish there was some sort of a block so that you wouldn’t be able to end the game before it was supposed to end.

    I would recommend the game to someone else because all in all I think it was a fun and exciting game. I think it is suitable for both girls and boys between age 14 to 18 and I would especially recommend it to people who like mystery.
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  69. Dec 9, 2015
    9
    Entering the game “Gone Home” is as if you walk straight into a ghost story. You have no idea why you are in this freaky specific house or what you are going to experience next. The game is shaped as a metaphorical puzzle where the most satisfying feeling is to put the pieces together. As I rummaged through an abandoned living room examining moving boxes, locked drawers, pictures, theEntering the game “Gone Home” is as if you walk straight into a ghost story. You have no idea why you are in this freaky specific house or what you are going to experience next. The game is shaped as a metaphorical puzzle where the most satisfying feeling is to put the pieces together. As I rummaged through an abandoned living room examining moving boxes, locked drawers, pictures, the proverbial light bulb suddenly illuminated. Maybe it was the lighting storm outside or just a coincidence?

    The Fulbright Company are a video game development studio best known for their video game “Gone Home”. Basically, “Gone Home” is a first-person interactive fiction game, which means it´s a simulating game where the player uses the keypad to control the character or avatar you “are” during the game. Your goal is to find out what have happened in the spooky, old house at Harbor Hill. There are hidden clues and artifacts everywhere in this house which you have to find to get further on with the story. As you dig deeper into this creepy house, you´ll come across diary messages, scrawled notes and some freaky telephone messages that could unfold facts about every single family member. This could help you to find the actual truth of what have happened.

    The artifacts in this house are design so good that I felt a need to grab everything that wasn’t glued to the floor, and give it the attention it deserved. Another exiting aspect is the warm coming feeling that rushes through you when you walk through those doors. You can pick up and examine almost every object which supports the warm “lived in” feeling.

    The most exiting thing about Gone home is the visuals and audio effects. It´s not exaggerated, but rather painfully real. When I first heard Caitlin’s sister´s diary message my heart stopped. If you don’t use headphones, there is now point playing this game. You would miss the shocking thunder storm trembling outside, the tiny footsteps from the floor above and the squeaking noise from the book shelves.

    The structure to Gone Home I also felt intriguing. The climax is at end of the story which makes it easy to not lose interest. At the end of the game you maybe notice a handful of objects you´ve seen throughout the story. This gives the game a circle competition that also was a highlight for me.

    I would recommend this game to anyone who likes mystery and adventure games, as long as they have high tolerance for much exploring. Stepping foot inside Greenbrier’s house and discovering the things they left behind is a powerful experience. Another thing I noticed with the game was how quick you could finish it. Maybe Fulbright should have made it a bit longer, but how quickly you get through the whole story depends on your understanding and previous game experience. Gone Home is a truly amazing achievement, and piecing together its cascading story will be a memory for life.
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  70. Dec 15, 2015
    8
    This review contains spoilers, click expand to view. Gone Home presents a narrative game experience in a form that I couldn’t really put into words until I actually played it. It’s not a game in the traditional sense, more of an interactive story. Players shouldn’t enter expecting an intense gameplay experience that will test their skills or mindlessly entertain them, what they should expect is a well written story paired with a gripping atmosphere.
    The game’s atmosphere is where the gamer side of me would give praise. The moment you step through the front door, you almost immediately sense that something has gone awry. The quiet, unlit house welcomes you with the sound of a storm outside and the creek of your own footsteps. The atmosphere was excellent, the setting immediately grabbed me and encouraged exploration. The goal of the game is find clues and discover what has happened to your family over the course of the last year your character was away. The more you explore the more you learn about your family, but the focus is on your character’s sister Sam. Though other family members aren’t central to the narrative it is possible to learn more about them by looking for more clues. Sam’s story is the central narrative, and tells a very real, personal story, something rarely found in the interactive medium known as video games.
    If I had any gripes with the game, it would be in it’s conclusion, though I still have a hard time saying it had a bad ending. The creators have tried to tell a very real and personal story through a gaming medium, which is quite rare. My instincts as someone who plays video games kept forcing assumptions into my mind. I was expecting some supernatural element to be introduced, or perhaps to discover some gruesome event that had transpired, and these expectations weren’t really met. I naturally found this disappointing, but then realized that these expectations come from the critical gamer within me, rather than the critical consumer. If this story was told through any other medium, I believe I would have found the ending quite satisfactory. Most of the negatives I had playing this game rooted from my preconceptions made as a gamer, and are issues I wouldn’t have had it this was a film or a television show.
    Gone Home offers a well told story, something that video games still struggle to place in gameplay. Gone Home is an example of the other end of the spectrum, a game that prioritizes story over gameplay. If your looking for something to challenge what you perceive as a video game, I recommend this title.
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  71. Dec 15, 2015
    9
    A Review of Gone Home by Jacob Akman
    Gone Home is both an emotional and educational game which was created by the Fullbright Company in 2013. Playing as Katie Greenbriar you have just returned from a trip to Europe and while you were gone, your Mom, Dad, and little sister had moved to an old labyrinthine house owned by your father’s family. Over the next few hours of playing the game you
    A Review of Gone Home by Jacob Akman
    Gone Home is both an emotional and educational game which was created by the Fullbright Company in 2013. Playing as Katie Greenbriar you have just returned from a trip to Europe and while you were gone, your Mom, Dad, and little sister had moved to an old labyrinthine house owned by your father’s family. Over the next few hours of playing the game you creep throughout the house discovering clues to explain the drama that occurred while you were away. When you begin Gone Home it is a “dark and stormy night” and this eerie theme continues throughout, punctuated by sudden bursts of thunder and lightning. This creative video game is non-violent and very “modestly” made. Be warned: this game is not for everyone, it can frustrate with tedium, but if you follow it all the way to its conclusion you will experience fear, chills, exhilaration, and ultimately, satisfaction.
    At the beginning of the story you are provided with almost no information which forces you to carefully explore every inch of the sprawling house observing each clue you can find. In the meantime, you will encounter several little side plots such as mother Janice Greenbriar’s “affair”, or the hunting for the ghost of house. However, the major storyline involves Sam’s new life in the “psycho house”, adjusting to her new school, and coming to terms with her sexuality.
    The sexuality theme contrasts Gone Home from typical shoot ‘em up and speed racer games and it confirms that you’re into a unique emotional experience.
    While the graphics in this game are not perfect, that is not what’s important when you compare them to the notes and letters placed around the house. Throughout Gone Home it is easy to get frustrated being hopeful to find an important clue every time you pick up a sharpie or a three ring binder, but when the moment of success and solution come it all seems worth it. To discover a new secret passage or hole in the wall is like a similar satisfaction to getting a “25 kill streak” in Call of Duty and receiving a Nuke. When discussing the “music” of gone home that refers to all the sounds of the house such as thunder, creek of a door, and footsteps on the floor. While the music is not one of the most evident and consistent elements, it adds to the eeriness of the house tremendously.
    For the first half of your gameplay of Gone Home you will be bored and frustrated. While you are paying extra close attention to every little detail and note you can find you will still not seem to find your way around the house. Only at the breakthrough of the locker combo will you be able to truly begin enjoying the game. From then on you will feel a rush as you discover each piece to the puzzle. While this thrill of the gameplay goes on you will also increasingly become interested in the storyline and actually get chills as you enter the attic and hear the final voice clips. Essentially, while the gameplay is slow to get into, not only does it pick up speed and become a very cool game physically, but you will really be able to dive into the story and enjoy that as well.
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  72. Dec 16, 2015
    8
    Gone Home is a first-person story adventure game in which the player controls a girl named Katie who has just returned to Portland, Oregon from a trip to Europe. The game starts on the front porch of a new home Katie’s family had moved to while she was away. She arrives only to discover that her entire family has left. The goal of the game is to find out why.

    I have played many
    Gone Home is a first-person story adventure game in which the player controls a girl named Katie who has just returned to Portland, Oregon from a trip to Europe. The game starts on the front porch of a new home Katie’s family had moved to while she was away. She arrives only to discover that her entire family has left. The goal of the game is to find out why.

    I have played many different types of video games, and not once have I ever felt so intrigued and interested in a game’s story. Gone Home is possibly the first successful game where the creators sought to make the game’s story line the main attraction. Unlike the hugely popular mainstream games you always hear about, there are no guns, no violence and no puzzles. But that is alright because the fascinating twists and turns in Gone Home’s story line more than makes up for it. The narrative that you hear when picking up certain objects adds an emotional level to the story. These narrations, spoken by Katie’s younger sister, help you piece together the mystery of what has happened to Katie’s family. As a player, you can’t help but feel you are in her shoes. Hearing the sister’s voice makes you feel as though you know her in real life, and it makes you truly care about what happens next in the story.

    The graphics in Gone Home aren’t amazing but they get the job done, and that is all that the game’s developer, the Full Bright Company, needed them to do. Impressive graphics are a key draw for many other games. With Gone Home, in contrast, I can guarantee that when you have finished the game you won’t even consider the graphics to be a problem because of how deeply you get drawn into the story line. Another strong point is the game’s sounds, which are synced up closely with your character’s actions. The music used in Gone Home, which for the most part is eerie and dark, is effective in helping to create the game’s mood. Gameplay is another thing the Full Bright Company has done very well. Anyone can jump into this game and quickly learn how to play it – even my grandparents if they were so inclined. The controls are easy to learn. Within 5 minutes I knew them all and was on my way. One thing I wish the developers’ would have added, however, is a sprint feature. Sometimes clues will prompt you to go to the other side of the house to solve a problem. But the character’s slow movement can be very annoying. Some people may argue that this helps slow down the game so that players can look at everything more closely. But I think that, on balance, Gone Home would have been better with a sprint feature, and I would love to have seen it in the game.

    I highly recommend this game to anyone who is getting bored of standard first-person shooter action/adventure games, and to even someone who doesn’t play video games at all and simply wants to enjoy a good story. Gone Home’s compelling story line and overall playability have made me a big fan. I can’t wait to see what Full Bright comes up with next.
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  73. Dec 16, 2015
    8
    This review contains spoilers, click expand to view. Gone Home by the Fulbright company is a game about a girl named Katie Greenbriar, who you play as. She has just come back from a 1 year trip to find her new house with her parents and sister completely empty. She has no idea where they went and must explore the house to discover where they went and t reveal some of her families’ darkest secrets.

    The story behind Gone Home is that Katie is home from a year of traveling all over the world to find her house completely empty. There is no sign of where her parents or sister is. The main character, Katie Greenbriar, arrives home and see’s an ominous letter left from her sister on the door telling her to not go looking for her. As Katie explores the house more and more she starts to discover things about her family. The house is very old and spooky and as you look around you start to see where her family went. As Katie find’s certain notes it can trigger audio messages left from Sam to Katie and as you advance in the game the story of what happens to Sam starts to become more clear. The story behind Gone Home makes you really connect with the characters and feel with them. The story behind Gone Home is such a possible story that it allows you to connect with.

    In Gone Home they have exceptional graphics and sound. This makes the game. It makes it feel real. The graphics are great. Sure it’s a game but it gives you a sense of what an actually house would look like. It even shows the smallest of details. Like in the toilet paper. It shows the little divots that real toilet paper would have. Also a big part is the sound. Just like a real house there’s always going to be cracks and other little noises. In Gone Home they happen at random just like a normal house would have. When you first start Gone Home you can instantly tell that it is raining. As you explore the house further the noise level changes. If you are closer to the windows or the outside of the house, then the level of the rain and thunder gets louder. Overall the sound and graphics in Gone Home gives you the sense that you are in the game and that the house is real.

    In Gone Home there are many times in the game when you will actually feel attached to a character and connecting with them. Like when we find out how Terry, Katie’s father, has had a lot of pressure being put on him about getting his book sold. This game isn’t like any other game. There is no one you have to kill or nothing you have to run from. It makes you feel like it’s real life. As you play the game you get to know each of the characters on a deep level. You find out their secrets and you realize that the story of this family could happen to any family.

    In conclusion, I think Gone Home has achieved their goal of having you connect with the Greenbrier family and making it feel like you are really in the house. I think the Fulbright company has changed the way games are made and has shown that a game doesn’t have to have violence to make a good game.
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  74. Dec 16, 2015
    9
    Gone home was an innovative new take on the typical mystery/adventure game commonly found on the market in this current era of games. In the game you play as a girl, Katie, who has just gotten back form a year long trip to Europe. You’re in a dark atmospheric mansion left in a complete mess with no one home. The game has you explore the house and unravel the family’s troubled andGone home was an innovative new take on the typical mystery/adventure game commonly found on the market in this current era of games. In the game you play as a girl, Katie, who has just gotten back form a year long trip to Europe. You’re in a dark atmospheric mansion left in a complete mess with no one home. The game has you explore the house and unravel the family’s troubled and controversial past that they struggled with.
    Gone Home portrays the stories of those who were living in the house in a new and effective way. The game culture at the time of Gone Home’s release was dominated by first person shooters (fps) or other violent counterparts using multiplayer modes and fast paced action to entertain the player. Gone Home unlike the majority of other games on the market, uses the story almost exclusively to entertain and keep the player immersed in the game’s world. This results in an unusual experience that I found myself enjoying way beyond my original expectations. The story gradually grows and develops like a tree would, as you play the story may seem straightforward to begin with but as you play, you will realize you are bearing witness to the sum of every character’s story and that if you dig a little deeper can uncover each individual’s storyline, which are as intriguing as the main story.
    The game’s take on graphics may at first seem a little rough at the edges, and perhaps it is, but it has a warming effect and it perfectly suits the atmosphere and desired tone of the game. It provides an art style that can highlight the highs and lows of the game which is incredibly enhanced by the short interludes of soundtrack that occur whenever you find a journal of Sam’s. They embody the situations so well, and immerse the player in the situation where you find yourself unable to not empathize with Sam. Not to mention the voice acting in the game is absolutely flawless, I find myself replaying the journals as they seem so genuine and real.
    The gameplay is interesting, but there is definitely something to be said for the playing of the game. There are many times during the game where I found myself wandering the house completely lost as to where I was supposed to go next, or tediously looking through and under everything trying not to miss anything important. The developers of the game chose not to add a sprint/jump function into the game, which I can understand from the perspective that many people would rush and miss a fairly large amount of the content, but the game would probably benefit from a fast travel function of some sort. It was not uncommon to find myself running from one end of the house to the other and back which took a painfully long time. But besides these small little annoyances the game plays like a dream and it was very entertaining.
    The game has its quirks and its flaws, but overall I couldn’t help but find myself enjoying it tremendously. It has brought a new interesting genre of gaming to light and hope to find games in the future with a similar level of depth to their plot, while incorporating a larger map or interactive piece. It is an incredible game and I readily recommend it to friends and family, well done Fullbright you’ve made a masterpiece.
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  75. Dec 16, 2015
    10
    The computer game “Gone Home,” developed by Fulbright was based in Portland 1995. After a year, young Kaitlin Greenbrair returns home to her house in Arbor Hill, Oregon. To her surprise no one appears home and the house is empty. The objective of the game is to figure out what has taken place in the house since the departure of Kaitlin. As you read more and discover clues, a very strangeThe computer game “Gone Home,” developed by Fulbright was based in Portland 1995. After a year, young Kaitlin Greenbrair returns home to her house in Arbor Hill, Oregon. To her surprise no one appears home and the house is empty. The objective of the game is to figure out what has taken place in the house since the departure of Kaitlin. As you read more and discover clues, a very strange picture seems to form. The game centers around Samantha, her parents and the many elements of love, confusion and disaster that are scattered around the mansion.
    Samantha’s story in the game was developed brilliantly combining many themes of love and teenage drama. As the player, you take on the role of Kaitlin, which investigates rooms to discover various documents and clues to what has occurred in the house. As the player moves through the house, he or she discovers a series of letters written to Kaitlin from Samantha located in her journal, which she has kept for the duration of the year. The player learns that after moving into the new house, Samantha also moves into a new school and is soon to be recognized as “the Psycho House Girl.” The name was given to her due to a man called Oscar Masan, who is the great uncle of Kaitlin and left everything in his will to her father, including the house. When Samantha attends school she notices a senior girl dressed in a military uniform. Samantha eventually speaks to the girl with the military uniform and the player learns that her name is Yolanda “Lonnie” Desoto who has always had the desire to view “The Psycho House.” Samantha, being desperate for friends, invites her to come over the next day. Their friendship sparks over the months and they become extremely close, sharing activities and viewing movies such as Pulp Fiction. Their relationship begins to escalate quickly by Lonnie telling Samantha that she “Looks beautiful.” Moreover, after they see a Halloween show in “the city,” they decide to stay overnight at a friend’s brother’s house and slept together. Lonnie commences to put her arm around Samantha and reveals her feelings for her; Samantha has mutual feelings but can not bring herself to speak. A couple days pass and Lonnie again visits Samantha at “The Psycho house”. However, this will be an encounter, which Samantha will not soon forget. Lonnie kisses Samantha and that’s when their relationship becomes serious and they become secret girlfriends. As the Kaitlin goes on, she discovers that Samantha was organizing and preparing herself for a college creative writing course. However, Lonnie explains to Samantha that she is serious about enrolling in the military and is to be shipped out on June 6th. Samantha’s parents then intervene and soon discover her relationship with Lonnie. They state that the relationship is “a phase,” not accepting the fact that Samantha is in fact a lesbian. Forty-eight hours before Lonnie is to be shipped out, Samantha becomes upset and wishes that she could go with Lonnie. The day Lonnie is supposed to be shipped out Lonnie can’t go through with joining the military and asks Samantha to run away with her where they will start a life together; Samantha agrees to join her. She packs up her valuables and writes a letter for Kaitlin, which the player discovers, stating, “ I love you so much, Katie. I’ll see you again, someday. Love, Sam”.
    While discovering these letters, Kaitlin looks through her father and mother’s room, along with her father’s study. She finds old novels her father, Terry, had published. All novels were based around the topic of the assassination of John F. Kennedy. Kaitlin learns that two of her father’s books had sold poorly and his publishing partner had dropped the series. Kaitlin also learns that eventually, Terry gave up writing due to writer’s block, an issue which makes the person unable to think about what to write. Sometime over the duration of the year, Terry received a letter from another publishing firm stating that they were willing to republish his two books under a new cover. Terry accepted and included a new novel, set 20 years after the second book. The player also learns that Kaitlin’s parents are at a couple’s counseling getaway, with evidence stating her mother may have had an affair with a coworker, and are due to return the following day. Kaitlin also learns that her great uncle sexually abused Terry. As the player tours the house, you may even see the various locations where the abuse has taken place.
    In addition discovering the story while investigating the home, this game also includes mind-altering graphics and eerie sounds. Fulbright manages to encompass the game with a creepy graphics along with a mysterious storyline. For example, upon entering the house you begin in the foyer where the light instantly flickers causing a dark atmosphere. Also stating, another characteristic of the graphics, which was well done, are the 3D effects when holding and looking through objects.
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  76. Dec 16, 2015
    8
    Gone Home Review

    Gone Home, a first person adventure game, is very different from any other video game I have played. In the game you are a women named Katie Greenbriar. She has returned home after spending a year in Europe to find her family missing. It is your job to look for clues throughout the house and piece together their story. The main story focuses on Sam, Katie’s younger
    Gone Home Review

    Gone Home, a first person adventure game, is very different from any other video game I have played. In the game you are a women named Katie Greenbriar. She has returned home after spending a year in Europe to find her family missing. It is your job to look for clues throughout the house and piece together their story. The main story focuses on Sam, Katie’s younger sister, but there are other segments of the story that focus on various relatives. While you search you uncover hidden truths about all of the characters and you begin to understand what has gone on in this house.

    The graphics, audio and story are exceptionally well done in Gone Home. The graphics are incredible. The Greenbriar house feels like a real home with amazing detail and a true ‘lived in’ look. During my playing time I did not encounter a single glitch - the only thing that even looked weird was that the doors opened both way. This minor issue does not take away from the game at all. No element of the house is neglected. There are post-it notes on the fridge door, labels on can goods and stacks of board games and VHS movies. All of these parts add up to make the house look amazing and realistic. The audio in the game is also outstanding. The thunder and lighting make you feel on edge as you wander through this dark and empty house. The narration is done well and Sam’s voice actor seems sincere as she talks about what is happening in her life. The main point in buying Gone Home is for the story. It is very well told and all of the characters seem real and like they could represent someone in your own family. It is very entertaining to try and piece together the history of the Greenbriar family and what has happened to them while exploring the house. The graphics, audio and story all come together to make the story seem real, which makes it very entertaining to play.

    What could be improved is the length of Gone Home. It is rather short. It takes about three hours to travel throughout the house in-depth. This feels a bit short and once you have beaten the game there is no multiplayer option like in most modern video games to keep you playing. Once the game is beaten it is highly unlikely that you will play it again. This can leave a bitter taste with the player because they have just spent money on a game that provides at most three hours of entertainment and then it is over.

    Overall Gone Home is very well done. The story is well told and the graphics and audio make it feel real. The problem though is that the game is too expensive for a three-hour story that once you finish has no replay value.
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  77. Dec 16, 2015
    8
    This review contains spoilers, click expand to view. Gone Home is a mysterious interactive fiction game, developed by The Fullbright Company. It tells the story of a teenage girl in the 1990s, who is gay. You take the role of her older sister Katie, exploring their empty house for clues as to what happened to her. It’s highly ambitious, choosing to allow for little interaction with the game environment, and treating the character as more of an observer, than an influencer of her surroundings. The game is well polished, and the house where the game takes place is full of details and intricacies to add to the player’s emersion in the game. The game features music from the Riot Grrrl movement, a movement stemming from the feminist-punk music genre in the 90s. Adding to the soundscape, the sound of rain and thunder can be heard through the old walls of the house. To capture the attention of the player, Gone Home chooses to tell a story through hand written notes and tape recordings, scattered through the dimly lit house. The goal of Gone Home is to establish an emotional connection to the player, but this goal becomes muddied by lackluster writing. Despite all of the conspicuously placed letters and diary entrees spread throughout the house, we are placed not into the shoes of Sam or her lover, but her sister- an outsider to Sam’s world. Try as we might to feel what Sam is feeling, in Gone Home, we remain the outsider looking in. This feeling of a lack of connection to the story is likely also due to the medium chosen to give these messages: emotionless documents and the scrawled handwriting of a seventeen-year-old. In summary, the game is well-worth playing. Although it didn’t connect with me as much as it tried to, Gone Home looked at many charged topics throughout the short game- sexual abuse, shame, traditional vs. progressive values, substance abuse, etc. and it tells a story that the player may never have previously encountered. Expand
  78. Jan 28, 2016
    8
    This review contains spoilers, click expand to view. The game takes place in the 90’s and it is all about Samantha Greenbriar. Her sister, Kaitlin, comes home from Europe and she finds all these diaries that Sam left for her to find. Before Kaitlin left they were living in another house, and she comes back to a new but empty house. Kaitlin has to find all the diaries, the hidden entries and all of the clues Sam left for her. The diaries are supposed to tell Kaitlin where Sam is and why she’s there. In the end Sam turns out to be gay, but her parents do not allow it. She ran away with her girlfriend, Lonnie, and that is what she want her sister to know. Sam does not tell her sister where their parents are. Maybe she doesn’t know where they are or she’s still hiding something from her.

    The way you play the game is by using the mouse and the arrows on the keypad. The player watches everything from Katie’s perspective. Once you get it, it’s pretty easy to play.

    I think that the game are supposed to tell us that “gay’s okay”! There’s nothing wrong with admitting that you’re different. Certainly, Sam did not have it very easy. She had a lot of difficulties. It must be so hard admitting to herself and her parents that she’s a lesbian. And her parents not approving, certainly doesn't make it any easier.

    The story isn’t just chronological. It starts when Kaitlin gets home from Europe, and then it goes on until we finally end up at Sam’s dark room. We also get to hear about things that has happened in the past. In that way it is also jumping in time.

    Sam’s diaries is kind of a symbol of her love for her sister. By leaving them for Kaitlin she shows her that she loves her and want her to know what happened.

    This is certainly a realistic story. This could happen. All the hidden doors and the cellar may not be as realistic, but the actual story could defiantly take place in real life. The story has a romantic view to it as well. Sam and Lonnie’s love story is both touching and shocking. What Sam had to do to be with her beloved was extreme. Run away from her home town, and who knows what or if she even did do something to her parents. By putting music and voices to it made the actual playing realistic.

    What I liked best about Gone Home was that it actually had a realistic story to tell. The only thing I didn’t like about the game was the ending. I was expecting a little bit more of a brutal ending. I was kind of disappointed when we finally got into Sam’s dark room and the thing that was waiting for us was just another journal. I really liked the journals and that it was Sam’s voice who read them to us. It made it all little bit more realistic. On the other hand, I would prefer more action. I’m still wondering where their parents are. I guess we’ll never know, but I wish the game told us that. The message of the game was great and defiantly important. Especially among young people these days, who may be struggling with this kind of stuff. The producer of Gone Home has defiantly managed to create a great game. He made a fun game and at the same time sent out a very important message. To sum up I’d say I really liked Gone Home.
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  79. Jan 28, 2016
    9
    This review contains spoilers, click expand to view. Gone Home
    Game Review:

    Gone Home is a very good game, and I think that every school should have that game on their school computers. I like the game most because of the good history in it. And I like that you need to go thru the hole house the gather all the information you need to find out more about the family. Gone home is a remarkable first-person adventure that tells a very good story about how the family from the story. The game is good whit all its history, but I think the game is to short, they should have added more rooms and maybe something outside of the house, like you can go in the garden and find some information there to. Still this game is good even without the garden, I think that everyone should buy this game and play it because it is a very good game, that the developers must have used a long time to make all the room whit the texture. The best reason for that I like the game is because it is a first-person game, and I love to play first-person games. I like when you walk in the house sometimes it comes a story that you need to listen to get more information. The game has much good music when you walk around in the house, and it has many secret places you need to find to get more information. I like the ending because of that it does not say where Sam is, so you need to make up a story yourself about what happened to Sam.
    I hope that the game developers will make a new game like this one where you are in a house where the family has moved out from the house, and you need to find information about where your family live.
    The game is very good because of what you can do in the game, you can crouch and that is very needed to do in this game, and many games in the world does not have a crouch option. I think that the developers should make updates to gone home, there it will be added more features, like something that makes you see something that’s not there, something like a ghost, or a family member that is dead. They should make more rooms where there is more information to get before you can finish the game, and should make something outside of the house, where you can see how the house looks like and the nature around you.
    I hope that people will try out this game, cause it’s a very good game, and it’s a fun game even if you don’t have much time to play it, so I recommend that everyone that haven’t played the game yet, should buy it and play it. When you play you should not just rush thru the house, try finding everything you can, to solve the whole mystery about what happened to Sam, and check every room, because there is information everywhere. I hope that they add items like flashlight or food like you can use the flashlight while you go around on the dark places in the house, and eat when you need to or, your character will be slower or she will die from hunger. I hope that the next game the developers make is something that is close to this one. For some people this game may be scary, but that’s only because of the dark rooms, but there is nothing that can scare you in the game, it is only dark rooms but, you can just turn off the light on the side of the doors inside the rooms, or using the lamps. I would like that you spawn outside of the house and not inside the first room downstairs in the house. Gone home is a game you can play to take away a few hours in your life, since there is 4 floors, and many rooms on every floor.
    I have played many games, but this game is one of the best I have played, and I will give the game an 8.9score.
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  80. Jan 28, 2016
    8
    Gone Home

    Review by Christer Dragsnes Solli Gone Home is a creepy and scary game that never let’s you off the hook. From start to finish, this mind-blowing game never seems to end, and Kaitlin Greenbriar, the main character, is in constant search for her sister. The sudden scares and luring mysteries sets the tone for Gone Home as you explore the big mansion that leaves you with
    Gone Home

    Review by Christer Dragsnes Solli

    Gone Home is a creepy and scary game that never let’s you off the hook. From start to finish, this mind-blowing game never seems to end, and Kaitlin Greenbriar, the main character, is in constant search for her sister. The sudden scares and luring mysteries sets the tone for Gone Home as you explore the big mansion that leaves you with goose-bumps.

    As the weather storms on outside the dark and creepy mansion, every door seems to be locked. The main objective is to reveal the story about the sister, and in order to get there, Kaitlin has to look for clues. In order to find the clues which takes her further into the mansion, she has to walk from room to room, never knowing what’s hiding in the dark corners. If you want to dig in to the whole story, you have to have your eyes open at all times, and on top of that, remember the secret codes for doors and lockers throughout the game. It’s not easy, I can tell. However, as time goes by, it get’s easier, especially if you play it with friends.

    The Greenbriar’s are very christian, almost decorating their enormous home with bibles. This is a very important part of the story which will help uss find out about what happened to her sister.

    What my opinion is on the game.

    The game was quite good. I didn’t think that the story of the game would be this good. I liked the aspect of finding out the story, that the main character didn’t just tell me the story. And I loved the feeling of the game. I liked the setting of a creepy old mansion with many secrets. And the weather was important for the creepy factor. I was hoping for a ending that would be more interesting. I think the ending wanted uss too look more into the papers and stuff to find out what the game was all about. But I also think that the ending is a setup for a sequel to Gone Home. Overall I think the game should get 8 out of 10.
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  81. Jan 29, 2016
    10
    This review contains spoilers, click expand to view. Gone Home

    Gone Home

    Katie comes home after a year in Europe. Voltage turned quickly into amazement when she realizes that the house stands empty . No little sister, mother or father is at home in the new , semi- stranger their house. What have happened. Where they are? Where they went from the new house? Your mission is to help to find out this. You will find secret passages and documents that will help you to find out of this mystery.

    Gone Home is the biggest gameplay I have had. Gone Home was so realistic. In the house you will find cartridges, recording box etc. All this is clearly helping to make the game more realistic. This is the best game I ever have played.

    In the house you will find cartridges, recording box etc. All this is clearly helping to make the game more realistic.

    I give it a big six-star rating. You must play it.
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  82. Jan 28, 2016
    9
    Game review – Gone Home

    Gone Home is a game where you as the player takes place in Kaitlin Greenbriar, the first-person view. It’s June 6th 1995 and Kaitlin just got home from a year in Europe. In the year that has past her family has moved to a new house, but her sister wasn’t really excited about it. When Kaitlin arrives to the new house, it is empty. A storm is coming closer, and
    Game review – Gone Home

    Gone Home is a game where you as the player takes place in Kaitlin Greenbriar, the first-person view.
    It’s June 6th 1995 and Kaitlin just got home from a year in Europe. In the year that has past her family has moved to a new house, but her sister wasn’t really excited about it. When Kaitlin arrives to the new house, it is empty. A storm is coming closer, and Kaitlin needs to find the house key which is hidden in the porch and comes in to a messy foyer. The house is gigantic, and there is a lot of doors and rooms to discover. The story is build up from the journals and notes from Sam, which Kaitlin finds around in the house.

    The game has a spooky touch caused by the lightning which is a little dark, you can hear the storm outside and there are somethings which is kind of strange and unexpected.

    I think this game was pretty fun, since it’s a short story made in to a game, you also get to hear the story. I think the story and the game graphics is pretty good too.
    In the beginning I thought it was kind of boring, but as soon as I really got in to it and understood what I was supposed to do, it became really fun and exciting
    The ability to move is good, but there is some adjustments in how you normally use a keyboard and touchpad if you don’t play often. But after a little while you get used to it and the game will appear even more fun and interesting, at least it did for me.
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  83. Jan 29, 2016
    8
    This review contains spoilers, click expand to view. Gone Home Game Review

    The game is about a 20 year old young lady called Katie Greenbriar. She had been away for about year in Europe, but when she came home her family was not there. So she starts exploring the house to find out what had happened to them. When she was looking for clues she found a lot of notes from her younger sister Samantha or just Sam. On the notes there was all about what had happened to Sam. Katie looks threw the whole house just to find out what had happened to her sister Sam.

    The main message of the novel/game “Gone Home” is that it was not very easy to be lesbian or a least think that you are lesbian in 1995. Today in 2016 it is pretty easy and you will not have so many problems if you are gay/bisexual or lesbian. That is because we are a lot more open about how people feel for each other then people were in 1995. So it is mostly about the struggle of being lesbian because of all of the highly christian people and all of the homophobes. That luckily are a lot fewer of today.

    The narrative style is chronological because she starts out on the porch when the door is locked. Then you have to find maps and secret passageways to find out what really happened with Sam. There are some things you need to find if you want to complete the game such as a map. After you have found everything you can come to the attic and that is where you find out what happened with Samantha.

    There are many symbols such as the Holy Bible you find in the parents room. The Holy Bible is a symbol for that Terrence and Janice were religious. That is maybe why Sam was scared of being a lesbian because of christians are against lesbian and gays and so on. Another symbol is the games in Samantha's room for that it was a long time ago. Not just yesterday.

    The gameplay in my opinion was quite bad. It lagged a bit but it could just be the school laptop. They are not the best sadly. The main point is that the game worked. We could play without a problem and the game in general was quite good. There were a few easter eggs that I liked which were cool. That was a big plus.

    I would give this game four stars out of five. That is because there were many cool items and easter eggs. The story was very good. I felt that I was surprised nearly every time I found out something new. I was also always curious about what was going to happen. The only bad thing was the gameplay. The graphics were not the best and the actual gameplay was a bit shaky.
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  84. Jan 29, 2016
    9
    This review contains spoilers, click expand to view. Gone home
    The game gone home starts with a girl named Katie. She arrives home after a year of traveling in Europe and finds the house empty of people. Her sister, mother and father have all disappeared. The whole game involves on looking for items in the house and reading information that you find. When I played the game I found diaries that Sam, Katie’s sister left for Katie. The diaries told me a little bit about what happened to everyone, it was sort of like a little story. I also found notes and a lot of other things in the house.
    When you play the game you can sort of play it in the wrong order, but also in the correct order. Everyone starts at the porch when Katie comes home, but when you are in the house and when you are looking for clues, it is not necessarily in the right order you find them. You can for example find Sam’s diaries like that. In the game there was some symbols that I could find. One of them was a drawing of a heart with Sam’s and Lonnie’s initials together. Later I found the same kind of heart on a drawing but it was broken in two. I thought that was really fun for the story.
    One thing I liked about this game was the sounds and the design. I thought the Items you could find in the story was really well made. For example the music player that played the band’s music, the art that showed Katie’s family and other detailed things. The music fitted very well for the story and Sam’s voice was really soothing and relaxing. I also really liked the secret passage ways, they looked really old and they uncovered interesting secrets about the rest of the story.
    I think the key message of this story is that being gay is not easy and it is especially hard if your own family won’t support you. It may be easier now in 2015 for gay people, but this game takes place in the 1994. At that time people were maybe less accepting. Even today a lot of people are against gay people and this story shows what the consequences of not accepting a gay family member can lead to.
    Personally I liked this game very much. It was not exactly the kind of game I had hoped for. I expected a spooky game with ghosts and monsters. Based on the intro with the dark abandoned house, I really thought it was a haunted house. Regardless of that I thought it was fun and I think I learned very much about how it can be for people who does not have it that easy with their parents and themselves. I loved the game and I would give it an 9.
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  85. Feb 13, 2016
    9
    When people argue that videogames are not the future of storytelling, I would tell them to look here.

    While I concede that shallow yet entertaining video games such as the Call of Duty franchise, or any arena-type MMORPG, do not display the emotional trials of ourselves as human beings in any sort of groundbreakingly intelligent light, they also have their merits. In my opinion there
    When people argue that videogames are not the future of storytelling, I would tell them to look here.

    While I concede that shallow yet entertaining video games such as the Call of Duty franchise, or any arena-type MMORPG, do not display the emotional trials of ourselves as human beings in any sort of groundbreakingly intelligent light, they also have their merits. In my opinion there are two types of videogames in most situations: interactive storytelling and pure entertainment. While I enjoy playing games like Black Ops 2, Planetary Annihilation, Castle Crashers, and Gang Beasts, I play those knowing that I won't take anything away, besides the fun of playing with friends or solo. I don't not expect any crushingly deep emotional story or mind breaking moral dilemma. I expect fun, and those games easily meet those expectations. Then there are games like Gone Home. This game, as well as Life is Strange, the upcoming Firewatch, and the Telltale Games series are meant to be played as you would read a book. You are meant to wholeheartedly invest yourself into these characters and plotlines, to empathize and sympathize, to develop one sided relationships with the protagonists and antagonists; wishing the best for the former, and maybe death to the latter. I’m not saying you can't invest yourself into the stories of entertainment orientated games like Tomb Raider, the Last of Us, or Uncharted. Or even Black Ops. If you really relate to and care about Alex Mason, his family and his plight, I can't fault you for that. I’m just saying in my opinion that isn't truly what those games are meant for.

    So, moving forward with the theme that games like Gone Home are meant to affect the player as a good novel would, emotionally, we can observe how the story of this game can be judged as such. Despite the rather snoopish feeling of going through a teenage girl's things for a few hours; if you manage to put that strange, uneasy feeling behind you, and put yourself in the shoes of the returning Katie, who has come home to an empty house and needs to investigate this oddity, the game really does come into its own. I, personally, felt all the emotions I would if my sister were to disappear. And the plot points revealed further through Sam's wonderfully voice acted journals each tore at my heartstrings, and occasionally I felt myself rushing to unlock the next entry, to reveal more of the mystery, one that is not scary or action-packed, but is still engaging and intriguing. If it was a novel, I would buy it. As a videogame, I found that the interactivity of the world; drawers, lights, drawers was well done, quite immersive. I found myself turning off lights as I left rooms (especially after finding a scolding note from the parents about the bad habit of leaving them on) and closing doors to respect the virtual privacy of the virtual non-rendered family members. And as for the secrets and simple puzzles like lock combinations and hidden areas, I felt they were fitting, without being forced.

    All in all, I enjoyed this game to the very end. I played it all the way through and felt the same emotional craving for more as if my favorite book or movie had just ended, and I have to tear myself away from these beautiful characters to embrace reality again. If you like to connect to characters, to feel with them, and follow a story that you can choose to flesh out completely or leave as bare as you feel suits you; if you enjoy games that make you feel human, that make you think about and connect your life to these digital people you cannot possibly know. If you enjoy good storytelling, buy this game.

    But don't expect action.

    Edit: I think the price of this game is a bit much. I wasn't aware of the pricing until recently because I got this in a humble bundle. Wait for it to go on sale. It's like paying for the hardcover version of a book when you can wait for the softcover.
    Im not Spoole, a good game doesnt have to work out to be a dollar an hour, but an hour and a half doesn't equal $20 in my opinion, unless its the greatest story ever told, or replayable like a ************.
    It is a great story though. And a good game.
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  86. Mar 15, 2016
    10
    ♥love this game♥ because of the story.Really enjoy the soundtrack who wouldn't! bratmobile,and the messages stand up fight back ! smash patriarchy! great game ! love it ,support it,can't wait for more ♥
    cons: it is a short duration game ,wish it was more!and a bity pricey since its a short game.
    but overall loved it cause of the story plot .

    P.S Smash Patriaarchy!! ;)
  87. May 27, 2016
    8
    When I first saw the trailer for Gone Home I was a bit skeptical about the game, it isn’t the typical action game that you will have you playing it for hours. Gone Home is a game about the exploration and discovery of what has happened to your character’s family. It is set in 1995 a year that, in my opinion, is brilliant for the developers to discuss the topics they do in the game. TheWhen I first saw the trailer for Gone Home I was a bit skeptical about the game, it isn’t the typical action game that you will have you playing it for hours. Gone Home is a game about the exploration and discovery of what has happened to your character’s family. It is set in 1995 a year that, in my opinion, is brilliant for the developers to discuss the topics they do in the game. The combination of the exploration of a house and the thematics of the game suits very well since the thematics, which by the way are: the discovery of sexuality, marital issues, and the struggle of a Christian family with a daughter who acts un-christian like, are all about discovering oneself. For example as a player I noticed that the element of discovery in the game with the thematic of the exploration of Samantha’s (the main character’s sister) sexuality went very well together as the player would be forced to go through Sam’s process of finding her true sexuality.

    The thematics of the game and the year that it is set in go perfectly, primarily because 1995 isn’t a period of time where a person could be open about their sexuality, in fact as a player I saw many hints at this through the game as Samantha and Lonnie (Samantha’s love interest) get into trouble with other kids at schools that don't accept them. Player will also encounter the disapproval of the friendship between Sam and Lonnie, they disapprove of this because according to them it is a friendship that has affected Sam’s good behavior. After the friendship turn into relationship it is noticeable that Sam’s parents fully disapprove of her love, and further believe it to be a phase. The thematic of discovering sexuality is complemented by that of the Christian family since Sam is a lesbian she is considered un-christian like, this is also supported by the fact that Sam continued to summon spirits which is something many Christians don’t appreciate. The discovery element really immerses the player into what Sam can feel like though her discovery and acceptance of being lesbian. Since the game is set in 1995 the discovery element in the game can take players through what a homosexual person goes through when coming to terms with their sexuality.

    Another important theme that I noticed was the marital issues and this one is much more obscure and hard to discover, we again see a relationship between the main gaming element of discovery and the themes that developers wish to explore. With these issues players are led through a series of books, magazines, and catalogues which help many discover the current state of the relationship of the parents.

    Having addressed the main themes I would like to shift my focus into the actual game, and not its themes. I will disregard the themes for now since they are not very important to the common gamers. The first thing that I want to make note of is the fact that there is no action or puzzle gameplay (I was frequently scared with the constant sound of thunder during the game, but that is as much action you will get). This might turn lots of gamers off since as a gamer myself I look for action or puzzle or a mix of both in the games I play. It originally presented an issue for me as I got bored with the lack of these two elements in the game, but as I got accustomed to this lack of elements the discovery element of the game overtook me. Soon I wanted to keep on playing the game, it kept me at a constant state of a cliffhanger every time that I stopped playing it. This appealed to me as a person who has played lots of games since the storytelling element was heavily complimented by this. Speaking about storytelling, this game has a fantastic story, which partially complements its design as a non action/puzzle game. Despite having a good story there are lots of negatives to the game, the first thing that I find negative is the lack of action there no interaction with any being with life beings. Both of these lacking elements definitely downgrade this game for me as a game is supposed to make every aspect of the gameplay exciting. Don’t take this as if I am saying that the storyline is bad or anything of the sort, it is just that this game is not ideal in terms of gameplay, story wise it is brilliant.

    Gone Home presents an alternative for many gamers to switch up their current formula of action and puzzle games into a more artistic and literary way of gaming. Storywise it is one of the best games I have played, its setting, time, and themes show how developers not only wish for the gamer to have a good time playing, but also to feel intrigued about the characters, discover more, find secrets, and finally comprehend the struggles many people deal with on a daily basis. These issues presented in the game go hand in hand with the main and only gaming element the game has, which is discovery. The game does have negatives though, mainly being that there is a lack of action and interaction through the game.
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  88. Jun 28, 2016
    8
    Much of the conflict this game produces is between the price and its ambitious intent. If we could suppress grumblings over price of a game, whatever it may be, and presuppose that people who are interested in exploring video games as an evolving, branching genre, being rapidly redefined by technological platforms and with unique pressures to innovate exerted by the redundancy ofMuch of the conflict this game produces is between the price and its ambitious intent. If we could suppress grumblings over price of a game, whatever it may be, and presuppose that people who are interested in exploring video games as an evolving, branching genre, being rapidly redefined by technological platforms and with unique pressures to innovate exerted by the redundancy of mainstream games, then maybe some could adopt the mindset that we are paying to preview separate attempts to test the medium.

    No, its not gaming in the typical sense, with objectives and enemies and points and what not. Finding the items that further unlock chapters of the story isn't even challenging- and would be annoying if it were. The game play encourages a type of player participation which some may not be willing to engage with because that just isn't what they have been conditioned to expect when they boot up their computer or turn on their console after a begrudging day's work. Perhaps the negativity stems from video games being used and abused as an unambiguous, private 'system of rewards and punishments' where the user can manipulate a simulation representing their metric worth through predictable, rational choices. Very unlike the external systems in daily life people use to feel reward and fulfillment which tend to be impersonal, ambiguous and transitory such as relationships and careers.
    Gone Home then has subtleties which can be crushed or completely overlooked by a mind prickling and hastening for achievements or to get to the end. To such a player, this game may well seem empty and tedious.
    Gone Home presents a sense of 'place' that you can carry with you when you are not playing the game, similar to the way a book's characters and story lines can continue to resonate while you are away. The story is psychological- the father's various manuscript titles seem to reflect his subconscious grappling with his role as father, author, and son. They are a side story in themselves if the player cares to care. The central growth of the relationship which objects and audio reveals is clever and has characteristics of actual relationships where two people search for compatibility through imitation, worship, showboating, etc.
    It is interesting to watch how the family 'hangs together' as depicted by their material lives and sparse usage of various spaces. The scarcity of directives paired with sandbox like freedom to remove items from the dishwasher, put things back as they were or toss them anywhere, close the trash lid on scandalous notes or leave them in view for the family to discover later, creates a unique feeling of participation, but only to those who care to place their actions within the narrative context.
    That said, I wouldn't read this story if it were a book. But can appreciate it as a laudable exercise in experimenting with less overt ways of attaching meaning to action in a game instead of downgrading it as not worth your money because it defied (or rather attempted to broaden) an expectation. Rather than using metrics that reduce value to a numeric scale, the significance of things are bounded only by the player's imagination and interpretations, and the conflicts within a nuclear family is a rife universal theme.
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  89. May 21, 2018
    8
    The farther I get away from my playtime in this game the less favorable I find it. I originally scored it a 10, but now I would say it's an 8. I did enjoy it, and it does what it does well but I don't think the act of playing it is actually all that enjoyable, IE I don't want to play it again.
  90. May 29, 2021
    8
    Gone Home has come a long way since it was released. When it first came out it ran horribly on Linux and happily I can say that is no longer the case. It will be tough to talk a lot about the plot of Gone Home without spoiling it so I will simply say I enjoyed the story and liked how it was presented. You arrive home after catching a late flight to an empty house and trying to figure outGone Home has come a long way since it was released. When it first came out it ran horribly on Linux and happily I can say that is no longer the case. It will be tough to talk a lot about the plot of Gone Home without spoiling it so I will simply say I enjoyed the story and liked how it was presented. You arrive home after catching a late flight to an empty house and trying to figure out where your sister is. Your parents are also not home but that is more of a side story. You have to explore the house trying to find clues. When you find certain ones it triggers a audio journal from your sister. You can also learn a lot about your parents lives and that of your late uncle if you dig around enough. I liked the form of many of the clues such as crumpled pieces of paper; diaries; letters; etc. You will have to find combinations to many locks as well as keys. It is a little convoluted at times as you will have to start finding wall panels to tear off and secret passages, I can’t imagine the cleanup after I was done searching. The game really nails the nostalgia of the 90’s well. It takes place in 1995 and I can say they hit on many things I remember doing back then. The music is also great for the time period. One thing I will also mention is that, while the game is not a horror game, it did a great job having some creepy horror vibes at times. There are times where between the rain storm going on outside; the creaky floor boards; and the music that I expected things to take a grim turn. The graphics are mediocre to decent. The object detail such as furniture; appliances; etc were decent to good. The shadows and lighting were a little sub par but not terrible.

    I played Gone Home on Linux. It never crashed on me and I didn’t notice any bugs or glitches. There is an AF toggle; an AA toggle; an AO toggle; a Vsync toggle; an FOV slider that went from 60-90 and 3 other graphics options. The games save system is to save on exit and there is just the one save slot. Alt-tab didn’t work. I did find the mouse movement to be a little funky where it felt slow and unresponsive at times but normal at others. This didn’t seem to correspond to a frame rate issue as that was always 60+ FPS. The game seemed to use 100% of my GPU for much of my play through, which given the detail level seemed odd, but the performance was great.

    Game Engine: Unity
    Graphics API: OpenGL
    Save System: Save on Exit
    Disk Space Used: 3.03 GB
    Input Used: Keyboard and Mouse

    Settings Used: AO; AF; AA; Bloom on; Motion Blur off; Shadow Distance at Max; 90 FOV @ 1080P
    GPU Usage: 1-100 %
    VRAM Usage: 1667-1876 MB
    CPU Usage: 16-33 %
    RAM Usage: 3.1-3.5 GB
    Frame Rate: 72-121 FPS

    Overall if you enjoy walking sims you should give Gone Home a try. It has a great atmosphere and story as well as really nails it’s time period. I finished my play through in 110 minutes although I didn’t find all possible clues; journal logs and secrets. It is easily worth it’s current price of $16.99 CAD.

    My Score: 8/10

    My System:

    AMD Ryzen 5 2600X | 16GB DDR4-3000 CL15 | MSI RX 580 8GB Gaming X | Mesa 21.0.3 | Samsung 970 Evo Plus 500GB | Manjaro 21.0.5 | Mate 1.24.1 | Kernel 5.12.2-1-MANJARO | AOC G2460P 1920*1080 @ 144hz
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  91. Nov 8, 2015
    8
    Gone Home is a first-person interactive story adventure game. The player is about Kaitlin, who comes home after a year abroad in Europe, to her and her family’s mansion in Portland, Oregon. Kaitlin is of course expecting her family to be at home when she gets there, but returns to a locked and dark house, where no one is home. The plot, set in 1995, focuses on exploring the mansion, asGone Home is a first-person interactive story adventure game. The player is about Kaitlin, who comes home after a year abroad in Europe, to her and her family’s mansion in Portland, Oregon. Kaitlin is of course expecting her family to be at home when she gets there, but returns to a locked and dark house, where no one is home. The plot, set in 1995, focuses on exploring the mansion, as well as examining objects within the house in order to find out where Kaitlin’s family is.

    There are many positive sides to this game. The game is set in 1995, which is not difficult to notice at all. All from old cassettes, outdated televisions and magazines from 1995 is something the player will notice whilst playing the game. It feels like being dragged back in time, which tells me that the makers of Gone Home really did a good job with the game. Also, the whole idea of going from room to room, reading various papers and notes was something totally new to me, and probably for many of you too. This is also such a good aspect of this game. The creators thought outside of the box, which made everything so much more exiting.

    Something that I would like to change with the game is the lightning. Poor lightning did make the game a lot more spooky, and I was always waiting for a jump scare, which never came. However, I must admit that it was quite annoying to look around in some of the rooms, who were pitch black, for a light switch. It took some time and attention away from the actual game, which is not the best thing. Even though I do not totally agree with the choice of lightning, it is just a small aspect of the game, and it did not ruin the game for me.

    In conclusion, I really liked this game. I am not a huge fan of computer games, but Gone Home was something new and interesting to me. I believe this is a game which a lot of people out there will find interesting. Especially if you find games that is about shooting and killing people boring, you will almost definitely love this game!
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  92. Dec 15, 2015
    9
    Gone Home is a video game based around a 20-year-old girl named Kate Greenbrier who returns to her families new home after a year abroad only to find the house empty and no sign of her family. As Katie you must make your way through the house and uncover what has become of her family and dark secrets which haunt the house.
    The creators of the game did a spectacular job in creating a
    Gone Home is a video game based around a 20-year-old girl named Kate Greenbrier who returns to her families new home after a year abroad only to find the house empty and no sign of her family. As Katie you must make your way through the house and uncover what has become of her family and dark secrets which haunt the house.
    The creators of the game did a spectacular job in creating a spooky and creepy environment which adds to the mystery of the family. Though the graphics are not HD the creators designed the layout and dynamics of the house to give the player a feeling of anxiety and nervousness that something or someone will pop out behind every door and dark room where you can’t see an inch in front of your face. As you make your way through the dark and creepy hallways and secret corridors of the house the sound of constant rainfall and creaking floorboards makes it seem as if you are being followed and watched. The story that the game tells can be related to some aspects of everyone’s lives, whether its feeling out casted and not excepted because of certain tastes or interests.
    Though the game is well constructed and gives the player a psychological thrill by feeling watched or chased throughout the house, it lacks feeling as even though the other members of the family are all coping with and dealing with their own issues which affect their psyche the character or Katie seems to be just there walking around the house. She doesn’t really have a story to her unlike her sister.
    All in all I really enjoyed the game and have recommended it to many people. It is not only an enjoyable experience but can be used as a great teaching tool. It makes people use critical thinking and analysis to uncover the mysteries the house holds which gives the player an experience most other games cannot give. I loved the games story telling because the route you take through the house and the things you choose to dig through determine what you learn about the family and the ghosts which haunt the house.
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  93. Dec 15, 2015
    10
    This review contains spoilers, click expand to view. The video game Gone Home is a first-person storytelling, adventure game. It was made and published by the Full Bright Company. In the game you take on the role of the eldest daughter in the Greenbrier family. Her name is Kaitlin and she has just returned back from a year long trip abroad to find her whole family missing and a note on the front door written by her younger sister Sam, warning her not go looking for her family. You, as Kaitlin, proceed to investigate the house to try to find clues on the whereabouts of your family. This game provided me a similar experience to reading a novel. Despite having choice over what you do, everything seems pre determined. Additionally, the amount of detail present in the game is unparalleled to any other I have every played. I feel that the immersive graphics play big part in establishing a personal connection with the family. However, most of the objects in the house that did not play a significant role in the story had a very simple design. This allows the player to see their own life and house in the game. This is called masking. You also very rarely see Kaitlin and Sam’s face in the game. This purposefully vague technique is effective in two ways. Firstly, it is a form of masking and secondly, it forces you to create an opinion on the character without judging them by how they look. The graphics were used to full effect to develop a link between the game and gamer. The audio is a very important aspect of the game, as it sets the tone of the story. As you are playing you can even hear footsteps or lights flickering. At the conclusion of the game one is left wondering if they were all read herrings, or truly ghosts in the house. This uncertainty keeps the gamer on his toes and ensures the player keep searching the house so they can find the truth. I loved Gone Home because of the fact that there was no big twist, no revelation, and no ghost. I truly enjoyed developing real feelings for the characters in the game as I played. Finding out the small side stories felt just as rewarding as solving the mystery at the end of the game. If you are looking for your typical shoot-‘em-up game this is not for you. On the other hand if you want to experience something a little more fulfilling Gone Home may be worth a try. Expand
  94. Dec 15, 2015
    8
    Gone Home, released by Fullbright on August 15, 2013, offers an intriguing narrative-driven experience. I thought the game portrayed a unique perspective of retelling Sam’s story through the clever usage of interactive objects and music.
    The story of the Gone Home is artfully revealed to the player to through the seamlessly interactive gameplay. The story is a exploration of the
    Gone Home, released by Fullbright on August 15, 2013, offers an intriguing narrative-driven experience. I thought the game portrayed a unique perspective of retelling Sam’s story through the clever usage of interactive objects and music.
    The story of the Gone Home is artfully revealed to the player to through the seamlessly interactive gameplay. The story is a exploration of the protagonist's “new” house, which is in fact an inheritance from a deceased great uncle. Through journeying throughout the cavernous residence, the protagonist Katie goes about attempting to learn the reasons underlying a startling note left by her younger sister (Sam) on the front door. The flow of the story is not linear in any traditional sense. The gameplay allows for freedom of movement and wide open choice in determining the course of the action. More so than in other games, Gone Home relies on a highly plausible narrative structure and a realistic means of advancing the plot, similar to the manner in which one would proceed in real life. The 1995 setting suggests an environment not nearly as connected as our own.
    My main criticism of the game is in its graphics and sounds. In spite of the game’s efforts to achieve a realistic feel, I felt that it made the game look cartoonish and fake, due to the colours and textures. When you first enter into Gone Home you gain an instant feeling that this was created with the idea of an ultra-realistic but stylized adaption of the world in 1995. The ambient sound in the game was strongly used, such that every interaction seemed to provoke a new noise. I was not a fan of the Riot Grrrl music. The reason that I do not enjoy the Riot Grrrl music stems general dislike of grunge and punk music, rather than any particular dislike of the movement’s political tendencies.
    In conclusion, Gone Home offers an interesting change of pace away from my day to day games, such as shooters and sports games. The Game causes you to slow down and discover the hidden secrets within a family, while exploring the emotional rollercoaster of Sam’s life.
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  95. Dec 15, 2015
    9
    Gone Home is a unique video game different from all others. The game is played through a charter named Katie, the objective of the game is to find her families whereabouts when she finds her house empty. It uses gamers predictions to mess with them throughout the game, causing them to assume things so far off from what they truly are. At no point is the game what you would expect.
    The
    Gone Home is a unique video game different from all others. The game is played through a charter named Katie, the objective of the game is to find her families whereabouts when she finds her house empty. It uses gamers predictions to mess with them throughout the game, causing them to assume things so far off from what they truly are. At no point is the game what you would expect.
    The setting in Gone Home is almost identical to a typical 1995 house. Its because of the simple setting that players are able to relate with the game on a much more personal level. There are notes, reminders, and work papers scattered all around the house for you to read. Its through these items that you connect with the family in the game on a more personal level. In some ways I dislike how the game is constantly trying to connect with you on a personal level. I personally play video games to take a break from reality. While traveling through the house it is crucial that you read every little note, if you miss something you could miss major plot points. This can be very annoying as the house is so cluttered with junk that it takes a very long time to go through a very small portion of the house.
    Overall game play for Gone Home was nothing special. The graphics had to be put on the lowest quality to run on a mac, which took away from the game visually. One thing I do commend the creators for is the sound. The sound in the game is what made it spooky to play. By having all of the lights turned off in the house it created an eerie feeling for the players. However, this was also annoying, as it would take a ridiculous amount of time to find the light switch’s. The sound effects including sudden bursts of lightning and the creaking of the house created a frightening setting for the players. There was also music playing throughout the game, which was usually riot grrrl. Overall the sound choices for the game were great and worked well with the setting.
    Gone Home is a different game that appeals to gamers by attempting to connect with them. I did not like the ending of the game as I found it to be a let down. However, I would recommend this game because it is very unique. Gone Home is a game so unusual it might just work.
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  96. Dec 15, 2015
    8
    Gone Home tells the story of a teenage girl named Katie, who comes home from a trip across Europe, only to find a note from her sister and her family gone. Throughout the game, Katie goes on an investigative journey throughout her house in an attempt to figure out exactly what happened to her family.

    Gone Home is a unique gaming experience that takes storytelling to places that a video
    Gone Home tells the story of a teenage girl named Katie, who comes home from a trip across Europe, only to find a note from her sister and her family gone. Throughout the game, Katie goes on an investigative journey throughout her house in an attempt to figure out exactly what happened to her family.

    Gone Home is a unique gaming experience that takes storytelling to places that a video game audience has never quite seen before. While playing, you are in a very organized environment while also feeling like there is an open-world sense around you, giving you freedom to go where you want, but never compromising from the story. The game is pitched to the gamer as a mystery/investigation type of gameplay and it delivers exactly that throughout the entire story. You are dropped off in a massive house and every single room and nook and cranny inside the house has some kind of clue or piece of information that leads your character closer to discovering exactly what has happened. The game gives you the power to interact with many objects in each room and I found that while this did make for an interesting approach to finding clues, I found that the objects you could and could not interact with was random at times. The game will give you the power to interact with a letter or a belonging of a certain character to investigate and closely examine, but at the same time, allows you to interact with a pencil or a soda can and other objects that do not really have any meaning.

    A very powerful aspect of the game that adds to the experience of investigating through the house, is the sound that is present in the game. You are playing in a stormy night atmosphere and the sound of the crackling thunder and lighting is exhilarating and at times makes it feel like you are playing a horror game. The sound effects of your character interacting with every day objects, such as turning on and off a TV, or turning on an overhead light is extremely realistic as well and makes you feel like you are watching someone actually go through a house. The game gives you options as to how high or low you want to set the graphics and while the graphics did not necessarily bother me, I did find disappointing that if you select the highest graphics option, it makes the game run slower. However, the intriguing story is the main focus of this game and it made me feel that the lower graphics did not necessarily matter in the long run.

    While the story is intriguing and you are continuously trying to figure out what has happened to your character’s parents, the payoff was unfortunately unsatisfying and I left the game wondering what the point of the story was in the first place. One aspect of the game that was extremely intriguing was that of Sam, the main character’s sister. Even though she is never present during your investigation, she plays an integral part of the game’s development and you are constantly finding out new things about her character.

    Gone Home takes gaming to the next level, not in terms of gunplay and excitement, but of character development and intrigue in the most realistic way possible, and after you have completed it, you feel a sense of accomplishment as you eventually uncover the truth that hides behind the walls of the house.
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  97. Dec 15, 2015
    8
    Gone Home, by FullBright Studios, is a first-person interactive storytelling game. You play as Katie Greenbriar, daughter of Terrance and Janice, and sister to Sam Greenbriar. Katie has just arrived home from a long trip abroad to find the house completely empty. By going through their newly moved into mansion, you will find various objects that each tell a small piece of the story withGone Home, by FullBright Studios, is a first-person interactive storytelling game. You play as Katie Greenbriar, daughter of Terrance and Janice, and sister to Sam Greenbriar. Katie has just arrived home from a long trip abroad to find the house completely empty. By going through their newly moved into mansion, you will find various objects that each tell a small piece of the story with the hopes of finding out where everyone is and what has happened.
    The game does an amazing job at creating an atmosphere that makes you feel as though you are prying into a real family’s life. The atmosphere is rather ominous and mysterious. The lighting and thunder effect that you see and hear outside the windows, along with the eerie dim lit hallways help to create this feeling. The house is empty yet it is full of mysteries and secrets that you can uncover. With all the notes, letters, documents, and other items that can be found, you can easily piece together who each of the characters are without even seeing them. Most of the object found in the house can be connected with one of the characters. For example, if you find a note from a publisher, you know it was sent to the father, or you find a Riot Grrl album, you know it is Sam’s. This makes prying through everything seem incredibly real, especially when you unravel their deepest darkest secrets, you get to know everything about them.
    At times the game is somewhat monotonous because to discover everything there is to know about each character, you must be meticulous when finding evidence. You cannot just run through the game if you want to experience the complete storyline. This means clicking on everything and looking in every last possible spot to make sure nothing was overlooked. It seemed as though missing one object could keep you from knowing a very important point of the story or any of the many sub-stories. Its like losing the last piece of the puzzle just before completing it.
    I would recommend this to anyone who likes to play games that are rich with sub-textual storylines and plots. It is great for someone who enjoys interactive mysteries and puzzles. Someone who likes action packed fun may not enjoy this game. I personally liked it because I don’t mind taking time to do the in game research. Gone Home has a lot of depth in the storyline, characters, and gameplay, and that’s why I enjoyed it.
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  98. Dec 16, 2015
    8
    “Gone Home” can only be described as an enigma wrapped in a mystery. You, playing as the girl Katie, must uncover the treacherous secrets of your family’s past in their abandoned mansion. There, you will discover a kaleidoscope of emotion, from great love and joy, to great despair and deceit.

    “Gone Home” is much less of a game, than it is an interactive story. Imagine a mystery novel,
    “Gone Home” can only be described as an enigma wrapped in a mystery. You, playing as the girl Katie, must uncover the treacherous secrets of your family’s past in their abandoned mansion. There, you will discover a kaleidoscope of emotion, from great love and joy, to great despair and deceit.

    “Gone Home” is much less of a game, than it is an interactive story. Imagine a mystery novel, but instead of deciphers the case through reading a book, you have to explore the settings and evidence for yourself in a first-person point of view. “Gone Home” tells the narrative of the Greenbriar family. You play as the eldest daughter of the family, and you must uncover clues about your parents, siblings, and other relatives as you explore the dark and spooky mansion. As you gather physical evidence into your family’s strange past, you are also greeted with voiceovers upon interacting with certain items in the mansion. The voiceovers are voiced by Katie’s little sister Samantha, or ‘Sam’ for short. Sam is the main focus of “Gone Home,” as many of the item you will uncover relate to her high-school experiences, and shed light on her moments of self-discovery.

    The graphical abilities of “Gone Home” are not great compared to other games such as Skyrim and Fallout 4, as the entire game world is inside a mansion, with relatively small surface area to explore. Although the graphics are not the best, they are perfect for the small and niche area for which this game falls into. There is no need for fancy graphics, or lighting fast animations, but instead the present graphics in “Gone Home” perfectly portray the ideals set forward in the interactive adventure medium of gaming. The gameplay is extremely rudimentary compared to the hyper-realistic movement and interaction presented in a Bethesda title game, as there is only the ability to interact using the ‘E’ button, to move in all directs, and to turn the camera with the move of your mouse. It would be nice to have a sprint option in the game, as traversing the cavernous corridors of the mansion can sometimes feel like a slow grind. Finally, the soundtrack of “Gone Home” fits perfectly with the game as it portrays a dark ambient setting, contrasted with soft acoustic guitar reminiscent of a simpler time that was the era of the 90’s.

    In conclusion, I enjoyed the game for what it was; an interactive adventure. Fans of the RPG genre who are familiar with Bethesda titles will not be given a smaller, watered-down version of an RPG game, as “Gone Home” fits into its own sub-category of an interactive story, in which the player dictates the pace of discovery. I would recommend this game to those who love mystery, a compelling story, and an ambient atmosphere that you won’t forget.
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  99. Nov 27, 2016
    8
    To be honest, this is not that kind of game that I actually like. I am more of a FPS game person so having a "gone home" experience wasn't really attractive to me. However, I had to give it 8 out of 10 and here are the reasons:

    First of all, the story behind this whole setup was so interesting and detailed. At first, the game feels like one of those typical "room escape" but then as you
    To be honest, this is not that kind of game that I actually like. I am more of a FPS game person so having a "gone home" experience wasn't really attractive to me. However, I had to give it 8 out of 10 and here are the reasons:

    First of all, the story behind this whole setup was so interesting and detailed. At first, the game feels like one of those typical "room escape" but then as you explore the game, players are made to find out about the story and get deeper into it. Also, the graphics and details in the game are extremely amazing, and this is one of the biggest reason that made me give this game an 8 out of 10 — I love to look at such details(even in FPS games, I look for details, since they create the atmosphere so that players could be "absorbed" in the game). For instance, when you pick up an item and throw it back, you can find out that the items and the objects around them follow physics law, which helps give you a surprisingly real-like experience. Maybe they mounted physics and math engine?
    I admit that story telling games definitely do have limitations, that is, once the story is fully discovered, the players won't go back to the game to start over again, making the game a one-time experience. Though, it could have been better if they had the story to be more various, like having variety of endings, insert hidden missions, etc. This was one of the few factors that made me disappointed; once you clear the game and collect all the objectives in the game(which is not even a lot) you will quickly lose interest in the game.
    Now, the other disappointing factor — and probably the greatest negative factor for most other players who bought this game — is the price. The game, for me, is more likely a masterpiece worth keeping, not that kind of game that I frequently open and play for fun(like civilization or overwatch). This is why my rating doesn't take price into consideration that much(otherwise it would have been less than 6). If you are not one of those people who are interested in collecting good masterpiece games —which means that you are more likely a person who is more interested in games that are not one-time enjoy only — I strongly suggest you not to buy the game.
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  100. Mar 19, 2017
    10
    Oh My God! I started this game 2 hours ago and i just finished it.Now it's my favorite game.I loved everything in it.It just made me cry so much because it ended..♥
Metascore
86

Generally favorable reviews - based on 56 Critic Reviews

Critic score distribution:
  1. Positive: 49 out of 56
  2. Negative: 0 out of 56
  1. Feb 10, 2015
    85
    Grow Home is an interesting surprise from a publisher who get used to mismanaging his own IP's. This platformer like no other has everything going for you and for a very low price tag. You can easily give it a try.
  2. Jan 5, 2014
    95
    A beautiful, emotionally engaging, artfully crafted game, completely centered around exploration and telling a mature story through interaction.
  3. Dec 2, 2013
    75
    A story that will move some and alienate others.