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5.5

Mixed or average reviews- based on 2245 Ratings

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  1. Sep 15, 2014
    10
    This is a master piece of storytelling. something like I've not experienced before.
    The people who have given this a low score do so for a few valid reasons, one of which is that technically I would not call this a 'game'. At its core it is simply a well told story which you as the 'player' unravel as you explore the house and try to uncover the mystery as to where your family has gone
    This is a master piece of storytelling. something like I've not experienced before.
    The people who have given this a low score do so for a few valid reasons, one of which is that technically I would not call this a 'game'. At its core it is simply a well told story which you as the 'player' unravel as you explore the house and try to uncover the mystery as to where your family has gone to.
    The main plot about your sister 'Sam' whilst at time it may feel cliched, is very accurate to life growing u up in the 90's, an example of which are the hand written notes passed between her and her school friend Lonnie scattered about the house, with silly drawings on them etc. These and other factors make the experience given by Sam to be memorable, believable, compelling and emotional.
    There are several other sub-plots focusing at the core of each on a family member, your parents and your great Uncle all have their own stories to tell.

    If you want action and adventure and car chases and guns, stay VERY far away from this as you will likely hate it. (see the negative comments/bad reviews of the game)

    For me, 'Gone Home' did something I've not experienced in a long time from games, and that is the feeling of being truly immersed into the game, into the characters, and their story. I lost track of time, and found myself rummaging through cupboards and boxes looking to try and find out what had happened, and at several moments during the unfolding of the stories thinking to myself as the protagonist 'okay but where the hell is everyone?!?!" out of genuine concern. and that is an experience i have not gotten from a game in many years!
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  2. Dec 26, 2014
    10
    This is one of my most enjoyable gaming experiences of the past year.

    The story is good, the exploration and the setting are great. It's a joy to play a game that feels like it's story is good enough without having to fluff it with repetitive kill stuff or solve overly complex and out of place puzzles. I mean, my house isn't like a typical adventure game where you have to figure out
    This is one of my most enjoyable gaming experiences of the past year.

    The story is good, the exploration and the setting are great. It's a joy to play a game that feels like it's story is good enough without having to fluff it with repetitive kill stuff or solve overly complex and out of place puzzles.
    I mean, my house isn't like a typical adventure game where you have to figure out how to make a troll drop a banana, to give to a monkey to drop a socket wrench set, to fix a car so you can to upstairs and continue the story. It's nice to see an exploration game be all about exploration and the story. I will definitely be checking out the next game that Fullbright makes.
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  3. 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
  4. Dec 15, 2014
    10
    Gone Home is a wonderful demonstration of just how well a virtual game can resemble reality. Kaitlin Greenbrier, the protagonist you play as through first-person view, is a twenty-year-old returning from a trip abroad to a new home her family has mysteriously inherited. As you enter the home, a strange note awaits you on the door saying that your younger sister is sorry and that she hasGone Home is a wonderful demonstration of just how well a virtual game can resemble reality. Kaitlin Greenbrier, the protagonist you play as through first-person view, is a twenty-year-old returning from a trip abroad to a new home her family has mysteriously inherited. As you enter the home, a strange note awaits you on the door saying that your younger sister is sorry and that she has left home and may never come back. As soon as you enter the house, you want to believe something horrible has happened to your family. Fear grips you as you listen to a crying female’s message left on an answering machine calling for help; the house seems alive with creeks and groans. The masterful use of sound creates an ambiance of horror will lead you will believe that something ghastly or ghouly is hidden around every corner, in every closet, waiting to strike. But the only thing to fear in Gone Home is fear itself; there is only the illusion of fear masterfully created by the strange and eerie music and the randomized claps of thunder and flashes of lightning. As you progress through the house, soda cans, half eaten bags of potato chips, and empty pizza boxes litter the floors. All this garbage everywhere reminds me of my own house, and how my mom would leave garbage out to rot because I never used to clean up after myself. Almost every little piece in the Greenbrier household contributes to one member of the family’s life in some way, if not being used in a comical way by the game creators *cough* purple basketball *cough*. At the beginning of Gone Home, the evidence left around the house points to you sister being a lonely troubled young girl who is struggling fitting in at school. As you progress through the house, the evidence you find suggests that she is developing into a rebellious free spirit with the help of her new friend Lonnie. If I go into any further depth on Sam and Lonnie, it will spoil the storyline of the game.
    Overall, Gone Home is an excellent game that does not require you to kill anyone to enjoy it.
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  5. Dec 16, 2014
    10
    This is an awesome experience. You arrive at an empty house, and have to figure out what happened to your family while you were travelling.

    I really felt my character's discomfort and fear as I tried to understand. Arriving home in the middle of the night, in a storm, and finding no-one there... it's probably nothing, right? You'll all laugh about it tomorrow... right? If you were
    This is an awesome experience. You arrive at an empty house, and have to figure out what happened to your family while you were travelling.

    I really felt my character's discomfort and fear as I tried to understand. Arriving home in the middle of the night, in a storm, and finding no-one there... it's probably nothing, right? You'll all laugh about it tomorrow... right?

    If you were around in the 90s, you'll enjoy seeing cassette players and hand-written notes and other objects you remember from back then. These made the game feel very personal to me.
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  6. Dec 30, 2014
    10
    Fantastic experience. Notice i called it an experience and not a game. You have to enter playing it with a completely open mind to appreciate it - it's not like what you're used to. Very well told story that piques several emotions wonderfully.
  7. Jan 5, 2015
    10
    This review contains spoilers, click expand to view. Gone home, a game created by the Fullbright Company, shows the true brilliance of non-violent first person adventure games. The game brings you into the mind of Katie Greenbriar and forces you to think and use your mind to solve puzzles and unwrap the mysteries within the game. Now, let’s start exploring.
    The best part about this game, I believe, is the real life connection’s that are made throughout the game. The Fullbright Company really did well by creating references and objects that resemble real life things. Throughout the game you pick many items, from brochures to Mexican skulls this game has it all, but the items that are the most interesting are the ones that are real. Another fun thing about the game was the weirdly satisfying feeling of being able to snoop through someone else’s things. It’s almost like you as a person are the one that is finding the combination to a safe to unlock it and the secrets inside. The further I progressed into the game the more emotionally attached I felt.
    The worst part of this game would be the game speed. The game can be completed on average in about 2-3 hours, which is a decent amount of time to be playing a game on your laptop. Also the movement of your character in the game is very slow and there is no option to sprint or move any faster. With the long competition time and slow movement it makes this a very tedious game to play, and at points boring. Another thing about the game is the quality of the graphics and attention to detail. The graphics are alright; I believe Fulbright could have put a little more effort into this section of game development; especially considering the game was created in 2013. The game does have the option to change your resolution settings but anything about the lowest resolution created in game lag and long loading times.
    Overall I would definitely recommend this game to others, however, not to everyone. Firstly, I would not recommend this game for any teenager because the style of gameplay would not satisfy the growing video game market for teenagers. However, I would recommend this game to anyone who has passed through their years of being a teen because this game makes a lot of connections to the past, especially 1995, which is the year the game supposedly takes place. Another reason is because the game requires a lot of thinking and puzzle solving which is the non-violent substitute for TDM and Domination. All things considered I believe that Gone Home is unquestionably worth a shot.
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  8. 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.
  9. 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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  10. 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.
  11. Dec 7, 2015
    10
    Gone home is an exciting first person game with spooky effects and a creepy atmosphere. The game allows me to poke and pry at all the different stories the Greenbriar family has gone through. The best in this game is that every object picking up is important for solving the game. Putting together the information from all of them we have a completely insight of the family and we have theGone home is an exciting first person game with spooky effects and a creepy atmosphere. The game allows me to poke and pry at all the different stories the Greenbriar family has gone through. The best in this game is that every object picking up is important for solving the game. Putting together the information from all of them we have a completely insight of the family and we have the totally opportunity knowing where they are. We do not just solve the main story but create a picture of who each of them are.
    I will absolutely recommend this game. It is different to others. Normally I play games with levels/stages and different upgrades. GTAV is a good example of this. To get further in the game I need to complete missions. If I fail, I can try again. When I have reached and completed the last mission, I’m Finished. In Gone home, we are totally on our own. We have to find different evidences to get further in the story. The biggest difference between gone home compared to other games is that when we have opened all doors, and we cannot get any longer, we have not completed the game. The game has terminated when we have figured out the whole story about what has happened to the family. You have the responsibility to find the information and to decide when the game is over.
    The reason for why I like this sort of game is that I have to think in another way. I need to use the information to get further and every piece of evidence is important.
    There are many effects and objects, which affects the game experience. There are important sounds from thunder, door squeaks and squeaks from walking. In addition to the sounds there are lightning effects and flashing lights. I think, personally, that the game designer/designers has/have designed the house in a perfect, old and spooky way. The objects spread around in the house, are typical for 1995. The interesting thing about the objects is not that they just create the old atmosphere, but that they also are important to the story. Cassette players, for example, tells us something about one of the characters.
    I recommend this game to everyone who wants to try something different and special. It is perfect for those who like to investigate and/or like the feeling of fear and surprising. The game is easy to control, which means it is easy to play. Therefore, you do not need to be a “professional” gamer.
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  12. 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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  13. 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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  14. 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
  15. 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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  16. 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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  17. 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!! ;)
  18. Jun 1, 2016
    10
    Gone Home is a narrative videogame where the player must discover details of the story to understand what is going on and what to do next. The story is about a Katie (you as a player), a girl who just came back from a year abroad, to discover that her dysfunctional family is gone and her sister (Sam) has left a note for her at the door warning her not to look into it and saying herGone Home is a narrative videogame where the player must discover details of the story to understand what is going on and what to do next. The story is about a Katie (you as a player), a girl who just came back from a year abroad, to discover that her dysfunctional family is gone and her sister (Sam) has left a note for her at the door warning her not to look into it and saying her goodbyes. The house was left to them by their uncle, who will also be an important part of the search. As Katie walks into the house, she sees the mess that they left behind and it’s the purpose of the game to go through it and draw conclusions from whatever it is you find.

    Apart from the storyline, this game has something very unique: Sam’s journals. As you find key objects to the investigation, you get pieces of audio talking about what you just found. For example, there is one that talks about how hard it was for Sam to move to the new school. These tapes create a sense of completion, where you are not missing a part of the story, but you are getting all the information because in a way, it is a reward for finding what you just did. They also add a lot of details to the narration and by being able to know what Sam was really thinking, not what her stuff wanted to let us know, it also became relatable. There are many feelings and many situations that, although keys for this occasion, might be everyday for us or might be something we see at school or at home. In this sense, the videogame managed to capture my favorite characteristic of the novels I read. No matter what it is about, there are feelings or situations that you can always make connections with. This is normally different with games. For example, Grand Theft Auto is not really that relatable… unless you enjoy stealing cars and randomly killing people.

    Additionally, Gone Home has a lot of details that don’t really matter at the end, but during the run, they seem crucial. This is because the game has parallel stories, one being the disappearance of Sam and the other one being the backstory of the house. While the player gets to discover little details of Katie’s parents and sister, he/she can also find items such as obituaries, game boards, books, and letters, that reveal details of Uncle Mason, who left the house to Katie’s dad when he died. Through Sam’s diaries, you also get to know about his reputation and that only feeds the environment set by the appearance of the house. This same appearance is the one that allows the player to imagine multiple different outcomes, many of them cynical, a mere fantasy, or even a supernatural event. These two parallel stories combine perfectly together to create an expectation or a hypothesis on what happened to Sam or at least, the reason why she left. This also allows for the hooking of the player with the game. Creating expectations on the players causes the plot twists to be even more shocking and leave the player impatient to know what will happen, just like in a novel.

    Gone Home is the best integration of literature into a videogame that I have ever seen. It is true that it can be solved in two seconds, but that is only when you know where to look. The fun part of this game is not to win, but to follow the story and try to connect all the creepy things you might find in your search for your virtual sister.
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  19. Jun 28, 2016
    10
    Gone Home, in my eye's is an amazing game, but not many people will agree with me. The game does lack a lot in gameplay, but totally makes up for it in story, not everyone likes the story but if you do you will fall in love with the main characters. This game let's you explore in anyway you desire and this game is 100% player driven, you control the pace not the game, your hand is neverGone Home, in my eye's is an amazing game, but not many people will agree with me. The game does lack a lot in gameplay, but totally makes up for it in story, not everyone likes the story but if you do you will fall in love with the main characters. This game let's you explore in anyway you desire and this game is 100% player driven, you control the pace not the game, your hand is never held but you still know where to go through great game design. The story is the crowning jewel of this game, telling a rich and realistic story that will get you invested for the couple of hours that you play this game. Also this game is really short, about 1-3 hours but I feel like 3 hours is perfect for a game like this it give you quality over quantity. As said not everyone will like this game, there's basically no gameplay, the story isn't for everyone, and I can imagine for some people the pacing is quiet slow. But if you like games like Life is Strange then you will absolutely love Gone Home. Expand
  20. 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..♥
  21. Mar 30, 2017
    10
    A game that evokes fear, sadness, happiness, and memory. Such a simple game but so well executed. Much like a well-written novel, this game is able to set the dreary mood and atmosphere with so little action! That proves just how well put together this game is. The details, the sound, the lighting, all come together to create something special.

    Another great thing about this game is
    A game that evokes fear, sadness, happiness, and memory. Such a simple game but so well executed. Much like a well-written novel, this game is able to set the dreary mood and atmosphere with so little action! That proves just how well put together this game is. The details, the sound, the lighting, all come together to create something special.

    Another great thing about this game is that anyone can play it! You don't have to be a gamer to enjoy it, you just have to be someone that enjoys a good story.

    I will continue to recommend this game to everyone I know.
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  22. Jul 31, 2017
    10
    This game is powerful, intricately crafted, and emotional. Though the gameplay is simple and it's much shorter than traditional games (I finished my first playthrough in about 2 hours), this game is complete without any unnecessary details. The sounds, music, and voice acting are all orchestrated beautifully.

    At it's heart is a story of joy and sorrow, distress and euphoria. It takes
    This game is powerful, intricately crafted, and emotional. Though the gameplay is simple and it's much shorter than traditional games (I finished my first playthrough in about 2 hours), this game is complete without any unnecessary details. The sounds, music, and voice acting are all orchestrated beautifully.

    At it's heart is a story of joy and sorrow, distress and euphoria. It takes you on a journey of discovery.

    Gone Home is a piece of art. As all art, one's experience of it will be filtered through our expectations, personal interests, and biases. Those that expect a traditional game may be disappointed, but those that can appreciate a heart-felt experience will be delighted.
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  23. Jul 9, 2019
    10
    This review contains spoilers, click expand to view. This is a difficult game to review, not because it's bad, but because it's such an experience that it's hard to describe. But, I'm going to attempt to. First off, this is one of the best first person narrative games I've ever played, and there are a lot of reasons for it. Let's begin with the graphics. The graphics aren't anything to go insane about, but they're not horrible to the point that it looks like someone took a crap on a copy machine. One of the only issues I had with the game was that the default brightness was, in my opinion, too dark. It could just be because I can't see well, but I had to turn the brightness up, though it didn't hinder my experience. With the graphics being just good, the audio is a whole other story. There isn't much background music, only a bit of very atmospheric tracks that helped add to the immersion. The sound effects were used well, and at times made me jump because of how engrossed I was in this game. There isn't a lot of voice acting, but when it's used, the performances are great. The journal entries by Sam were read so well, it truly at times made me feel for this character we only saw in photos. This leads me into the next part of this review, the story. The story is very emotional, and I was tearing up every five minutes playing this game. This is one of, if not the best game to tackle the themes of sexual orientation acceptance, and does it very well. The emotional turmoil described through the journal entries truly struck a chord with me. This is definitely one of my favorite plots throughout the game, and I think that the length was just right, not too short to be unable to justify my purchase, but not too long that I'd fallen out of the immersion. The gameplay is probably the least impressive part of the game, though it's still good. The simple key placement makes it easy to manage. Other than that, the controls are very basic. Overall, this is one of the few games I would give a 10/10. Though I do believe that you should go through this game in one sitting, and go into the game blindly. This is how I did it, and I believe it enhanced my experience. Other than that, this is a fantastic game that you should grab for only 20 bucks. Now, I'm sure there are many people who were disappointed with this game, but you should realize, this isn't meant to be a 40-hour game, it's meant to be a short and sweet experience. It shouldn't matter how long a game is, but the actual quality of the game. Expand
  24. Dec 10, 2020
    10
    For the purpose that this game tries to achieve, it's perfect.
    For me, Gone Home was the game of 2013, and I would love for this story to be continued, to find out what happens with the family.
    What mostly stands out to me, is the voiceacting, the musicscore, the interaction with the environment and the level of detail found around the house. This is a story-based first-person game,
    For the purpose that this game tries to achieve, it's perfect.
    For me, Gone Home was the game of 2013, and I would love for this story to be continued, to find out what happens with the family.
    What mostly stands out to me, is the voiceacting, the musicscore, the interaction with the environment and the level of detail found around the house.

    This is a story-based first-person game, where you must uncover the story as the game progresses. Curiosity carries the game, and you are like a detective trying to find out what has happen.

    I respect that this game is not loved by anyone, but for me it ticks all the boxes for what I love in a game like this. It has funny, sad, serious and lovely moments, and the dynamic of the game changes as you learn more about the story. And I like this story, and I would like to know what happens next.
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  25. Dec 29, 2021
    10
    норм игра. вполне приятная история и бродилка по дому, симулятор клептомана.
  26. Jun 18, 2023
    10
    Maybe one of the best games I have ever played! It's an intense story-driven experience for roughly 2 hours!
  27. Aug 27, 2013
    9
    Not a single shot is fired, not a single blood is spilled and it over in 2 hours. Yet...in just 2 hours the game tells far more story and creates much more compelling characters than most videogames in their 20 hour run.
    Gone Home was amazing experience.
    It illustrates how far we have come in the videogames industry. Once it was all about scoring the most points or reaching the finish
    Not a single shot is fired, not a single blood is spilled and it over in 2 hours. Yet...in just 2 hours the game tells far more story and creates much more compelling characters than most videogames in their 20 hour run.
    Gone Home was amazing experience.

    It illustrates how far we have come in the videogames industry. Once it was all about scoring the most points or reaching the finish line; now it is about experiencing the lives of individuals and see the world through their lens. The game shows the might of interactive story telling where other entertainment media falls short in delivering.
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  28. Feb 15, 2014
    9
    This review contains spoilers, click expand to view. I cant believe the thoughts of the negative scores of this game. You should be all ashamed of yourself to criticizes a girl being different as a child and growing up finding herself. The game is really well made even if it was like 3 hours its the experience that got to me. Expand
  29. Aug 17, 2013
    9
    So... yeah, it was good.

    Got trough in good one hour and a half but there's probably double the length if you really digg into it. It wasnt bad since it made me go trough several emotions. Is it worth 20$? Well, i dunno. Think 10$ would be more appropiate but on the other hand the game actually is pretty unique. Short, if you liked Dear Esther you will probably love this one. If
    So... yeah, it was good.

    Got trough in good one hour and a half but there's probably double the length if you really digg into it. It wasnt bad since it made me go trough several emotions. Is it worth 20$? Well, i dunno. Think 10$ would be more appropiate but on the other hand the game actually is pretty unique.

    Short, if you liked Dear Esther you will probably love this one. If you're expect a real adventure, think it over twice.
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  30. Aug 29, 2013
    9
    This review contains spoilers, click expand to view. I'm not going to get into a discussion of "what is" or "is not" a video game. I think that is a silly conversation.

    Gone Home is a great story, that had me right from the beginning to the very end. I checked every bit of that house, no Kleenex box was left unturned. It captured how I felt when I was alone at home with a storm outside. Everything was creepy, shadows looked sinister, etc, etc.

    The story also hits really close to home (pun intended), and for that.. for that I thank the developers. I honestly didn't think I would play a game that told a queer story, and told it so simply, and so well.
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  31. Sep 18, 2013
    9
    Uh oh people there is no one to blow up or kill game must be horrible! And there aren't npc's to interact with? oh my god that's unbelievable?!?! Just reading most of the terrible reviews paints a picture of how pathetic most gamers are that can't see outside of their tunnel vision of what a game has to have in it to be enjoyable. This game is like a work of art, and it extremelyUh oh people there is no one to blow up or kill game must be horrible! And there aren't npc's to interact with? oh my god that's unbelievable?!?! Just reading most of the terrible reviews paints a picture of how pathetic most gamers are that can't see outside of their tunnel vision of what a game has to have in it to be enjoyable. This game is like a work of art, and it extremely engaging and interesting. The story is very unique and it tells a few other stories along with the main one. Very good game and I highly recommend Expand
  32. Feb 3, 2014
    9
    Terrific experience and quite memorable. Holds your attention by keeping what happens next uncertain and since you care about the characters this holds the tension, espacially towards the end. Probably is a new genre, not quite a game and yet is a game, an interactive story where you do not determine the outcome... we need a new category. The great voice acting and emotional honestyTerrific experience and quite memorable. Holds your attention by keeping what happens next uncertain and since you care about the characters this holds the tension, espacially towards the end. Probably is a new genre, not quite a game and yet is a game, an interactive story where you do not determine the outcome... we need a new category. The great voice acting and emotional honesty bump up the score for me. Expand
  33. Sep 14, 2013
    9
    Gone Home is a poignant interactive story with one main story line and a few subordinate story lines. Game play mechanics are simple enough, almost akin to a standard adventure point-and-click, and some would argue that's exactly what Gone Home is. They wouldn't be wrong for saying that. It's a bit more than that though. The entirety of the game (which lasts around four hours) takes placeGone Home is a poignant interactive story with one main story line and a few subordinate story lines. Game play mechanics are simple enough, almost akin to a standard adventure point-and-click, and some would argue that's exactly what Gone Home is. They wouldn't be wrong for saying that. It's a bit more than that though. The entirety of the game (which lasts around four hours) takes place in a suburban home. The story unfolds as you walk around the home and find fraudulent artifacts which stitch the relevant story lines together.

    Mood is key in Gone Home. 90's kids will love this game as 90's ephemera is all over the place. Grunge rock, X-Files, a Twin Peaks-esque vibe is channeled with a Pacific northwest setting. VHS tapes and mix-tapes are laying around waiting to be viewed or listened too. A rainstorm rages outside. All of this could easily become cliche in the wrong hands, but is executed tactfully in Gone Home.

    Game play is almost non-existent. Think Dear Esther in terms of interaction with the game world. What it lacks in game play it more than makes up for with a compelling mystery and story. To say much more would be to spoil the game somewhat. Simply know that this is more an interactive story before committing to Gone Home. The story is satisfying and definitely worth your while.
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  34. Jan 1, 2014
    9
    This is one of those few "believe the hype" games. A unique and interesting way to tell a story but... As the mixed reviews on here show, if you're not willing to immerse yourself in a gentle story of discovery then this isn't for you. I found it touching, satisfying and bold. A turning point for what games can be.
  35. Sep 11, 2014
    9
    I had no idea what to expect from the game, other than that I knew it was a "figure out what happened using evidence" type game. At first, I was confused and didn't really see the point, but as small portions of the story popped up, my interested spiked. I wanted to find out more and what exactly was going on. I noticed things and began to understand. I had "Ahhhh yes, now I get it"I had no idea what to expect from the game, other than that I knew it was a "figure out what happened using evidence" type game. At first, I was confused and didn't really see the point, but as small portions of the story popped up, my interested spiked. I wanted to find out more and what exactly was going on. I noticed things and began to understand. I had "Ahhhh yes, now I get it" moments, and the story grew. I kept playing, kept going; just to find out more. Played it from start to finish all at once.

    Top Notch!
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  36. Aug 17, 2013
    9
    Really great game. Different than I though. Too short though or I would have given 10/10. However, the detail and story they put into it makes up for any other issues. They need to make more indie games like this.
  37. Aug 20, 2013
    9
    It seems that a lot of people are missing the point of Gone Home. It's unfair to call this a game, it is truly a piece of interactive story telling. If Gone Home is anything, it's a glimpse into a future of entertainment where the task of thinking is given back to the viewer rather than the program maker. Gone Home tells a tail of familiar teenage development in a beautifully haunting way.It seems that a lot of people are missing the point of Gone Home. It's unfair to call this a game, it is truly a piece of interactive story telling. If Gone Home is anything, it's a glimpse into a future of entertainment where the task of thinking is given back to the viewer rather than the program maker. Gone Home tells a tail of familiar teenage development in a beautifully haunting way. Think of this in the same way as you would a thoughtful piece of television drama but with the magical twist that you're the director. Being able to dictate the pace and flow of the piece really does open up a whole new perspective in drama and I for one applaud the team behind Gone Home for being brave enough to complete this vision.
    Yes it has a step asking price, and frankly I think it's too high a price for most. However, ignoring the economics of the situation Gone Home gives me hope that 'gaming' can continue to become a medium more and more accessible but at the same time, more engaging and enlightening. Supporting this game (even with it's ridiculous asking price) gives hope to the medium.
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  38. Sep 12, 2013
    9
    People need to realize that this isn't a game in the traditional sense, but more so an experience. People that are complaining about there not being enough mechanics, or that it wasn't long enough, or that it was too easy, are all COMPLETELY missing the point. I thought the game was a fantastic way to show how you can tell a brilliant story without seeing another character. Not only that,People need to realize that this isn't a game in the traditional sense, but more so an experience. People that are complaining about there not being enough mechanics, or that it wasn't long enough, or that it was too easy, are all COMPLETELY missing the point. I thought the game was a fantastic way to show how you can tell a brilliant story without seeing another character. Not only that, but it instills that fear that everyone has felt when walking through a dark empty house when no one's there. I thought the game was wonderful, and it's a shame that people are bashing it so much. The ONLY complaint I have is that $20 is a little steep. The whole experience is about 2-4 hours tops with minimal replayability. Pick it up on a sale though. Expand
  39. Aug 24, 2013
    9
    I've only written one game review before this, but I had to since online love coming up with excuses to hide their intolerance. It is simply amazing. As a 90's kid, alot of nostalgia was brought back to me and the atmosphere is definitely the game's strongest trait. Most reasons I see for why the "core gaming kids" are hating on this is a) they feel the story is "immature and generic"I've only written one game review before this, but I had to since online love coming up with excuses to hide their intolerance. It is simply amazing. As a 90's kid, alot of nostalgia was brought back to me and the atmosphere is definitely the game's strongest trait. Most reasons I see for why the "core gaming kids" are hating on this is a) they feel the story is "immature and generic" and b) It's "not a real game, but a movie." For a) If you can find me just FIVE games that have a similar story to this (spoiler alert: you won't), then I'll consider your excuse for it being "generic." As for b) This isn't a "real game" worth a high user score, yet minimalist adventure games like Journey and Walking Dead are? Expand
  40. Nov 23, 2013
    9
    It's reasonable to say this is not a game. It's a short story in game form. I loved it. The environment set the mood well, the music was right up my alley, and the story was emotionally involving.

    Those giving this low scores seem to just be unable to tolerate a short story presented in the shape of a game. Ok, fine. So if you feel like anything that involves walking around in a
    It's reasonable to say this is not a game. It's a short story in game form. I loved it. The environment set the mood well, the music was right up my alley, and the story was emotionally involving.

    Those giving this low scores seem to just be unable to tolerate a short story presented in the shape of a game. Ok, fine. So if you feel like anything that involves walking around in a first-person perspective while manipulating your environment *must* have danger or shooting or at least some put-tab-A-in-slot-B puzzles, then Gone Home is not for you. If you require that your short stories be presented in linearly ordered paragraphs of printed text on paper, then Gone Home is not for you.

    If, on the other hand, you think it might be kind of cool to experience a short story presented as a first-person adventure game, then Gone Home is for you. (I'll call it a game now, because we have no other word for exactly what it is.) You'll do some reading and some listening, and put together what happened over the past year. It took me 3-4 hours to finish the game. (I can only imagine that the people who got through it in an hour were just blowing through it as fast as they could, trying to "beat" the game. Hell, they were probably hoping for a boss fight.)

    I don't regret spending money on this at all.
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  41. Sep 17, 2013
    9
    I always wanted a game with realistic environment for me to explore without having to gun down a monster at the next corner, so I've been waiting for a game like this for a long time, this game is not about shooting or high scores or winning, it's about a experience and to tell a good story.

    Many people argue this is not a game, or say something like "just read a novel or watch a
    I always wanted a game with realistic environment for me to explore without having to gun down a monster at the next corner, so I've been waiting for a game like this for a long time, this game is not about shooting or high scores or winning, it's about a experience and to tell a good story.

    Many people argue this is not a game, or say something like "just read a novel or watch a movie", I disagree, the experience of finding out the story behind each object is very different from a novels or films, because as a game it makes you feel like you are really there, in that big house trying to find out what happened (which is a bit of creepy at times, another good point of this game.) as a video game developer can convey many things that other medium can't express, like the little touch to the 90's style in the game, it resonates with a lot of people, but it doesn't feel the same if you see in a movie, it's a totally different experience.

    This game alone proves that video game CAN and IS an art form, it can tell a good narrative story, but also offers the feeling of involvement as a video game, it's the perfect combination in my opinion.
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  42. Oct 17, 2013
    9
    There's a group of people like me who have been yammering for years about the untapped narrative potential of games. These people will be delighted with Gone Home. Admittedly, it's more of a proof of concept than an actual game, and it's ugly, clunky, and overpriced. But it's very well-written, the voice acting is excellent, and if you're wired the right way, this small, ordinary story canThere's a group of people like me who have been yammering for years about the untapped narrative potential of games. These people will be delighted with Gone Home. Admittedly, it's more of a proof of concept than an actual game, and it's ugly, clunky, and overpriced. But it's very well-written, the voice acting is excellent, and if you're wired the right way, this small, ordinary story can be incredibly affecting. It lingered with me long after I finished playing. And, perhaps most importantly, Gone Home does prove something: that you can use games to deliver a narrative that would not work in any other medium. Watching a film about someone rummaging through an empty house would be a dreadful experience but doing it yourself makes all the difference. I sincerely hope that Gone Home will be an inspiration for other developers to pursue and expand this genre. Expand
  43. Nov 12, 2013
    9
    Another game that excels in it's own narrative stands out, although Gone Home presents itself at first sight as a game with no direct focus or much entertaining gameplay it's core is completely centered at the script, and how any player would follow it, since it's in general very consuming. From the moment you begin the game you are as clueless as the character, you feel what she feels,Another game that excels in it's own narrative stands out, although Gone Home presents itself at first sight as a game with no direct focus or much entertaining gameplay it's core is completely centered at the script, and how any player would follow it, since it's in general very consuming. From the moment you begin the game you are as clueless as the character, you feel what she feels, you're scared, curious, and thus starting the game experience itself.

    It flows greatly despite it's 2 hour gameplay, and although it's not very wide or abroad, or uniquely fun to play, it is made so artistically that really stands out a potential that many companies fail to see in games, it is wonderfully made in it's own way and should be recognized as a step forward for game creators to look up to,not by making a story a must have in every game, but to show how well you can tell a story or involve a player.
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  44. Aug 18, 2013
    9
    I think there is some justification for people giving bad review, this isn't something for everyone which I'm sure the developer knew going in. HOWEVER Certain people saying the story was to simple really didn't get everything out of it. There are many subplots that you really have to explore the game all the way to see and they are honestly just as interesting. As well as how the mainI think there is some justification for people giving bad review, this isn't something for everyone which I'm sure the developer knew going in. HOWEVER Certain people saying the story was to simple really didn't get everything out of it. There are many subplots that you really have to explore the game all the way to see and they are honestly just as interesting. As well as how the main story is laid out is just great, finding things in the way you do (ex. listen to the answering machine right away and having no clue whats going on with it)

    The Graphics are pretty good for an Indie game, the lighting was pretty cool and there were so many objects to see it was great. However for some reason with alot of lights on sometimes performance plummeted on my laptop and I have a GTX 660M which is far above the requirements.

    All in all, I agree it might be more for a lower price tag but there were some really great production values in this and it was a game that a lot of people just won't forget. You got to kind of have more in touch with the main character and feel a bit more like you were there, not just watching.
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  45. Aug 18, 2013
    9
    I am simply shocked at the number of low user scores. Perhaps 'Gone Home's incredible writing, beautiful story, great use of lighting, mysterious house full of secrets, and wonderful interaction aren't for everybody. But I found this game, apart from its short length, to be nearly flawless. Discovering new things about the characters and the house itself through the power of explorationI am simply shocked at the number of low user scores. Perhaps 'Gone Home's incredible writing, beautiful story, great use of lighting, mysterious house full of secrets, and wonderful interaction aren't for everybody. But I found this game, apart from its short length, to be nearly flawless. Discovering new things about the characters and the house itself through the power of exploration was a blast, and the story brought me to tears. A video game doesn't need explosions to be a wonderful demonstration of the medium. I would recommend this game to anybody, especially high school students and parents with teenage children. This game perfectly captured how it feels to be a teenager, how the 90's felt, and how awesome it feels to explore large houses during a thunderstorm. 9/10. If you don't like it, I believe steam is currently having a sale on Call of Duty (They aren't really, I was just being a clever douche). Expand
  46. Aug 17, 2013
    9
    More of a gorgeous and elegiac tone poem than a conventional video game, Gone Home clearly won't be for everyone. By now you'll likely be aware that the game's mechanics are light even by adventure game standards.

    So what? To place some kind of requirement for interactivity and manipulation on games is insulting to the medium and limits its ability to tell more abstract and artful
    More of a gorgeous and elegiac tone poem than a conventional video game, Gone Home clearly won't be for everyone. By now you'll likely be aware that the game's mechanics are light even by adventure game standards.

    So what? To place some kind of requirement for interactivity and manipulation on games is insulting to the medium and limits its ability to tell more abstract and artful stories. To say that a video game must be some form of escapism is condescending as well. We welcome games that challenge our reflexes or even our intellect, but why do we shun games that invite us to embrace our emotional depth? It almost every other medium, it is a token of high art to be able to imitate life. Genre fiction rarely wins Pulitzers, and when it does, it's celebrated for the depth of its characters, not the inventiveness of its technology or the distance of its planets. Films that win Oscars are by-and-large about ordinary people, not giant robots or superheroes. Yet the high watermarks for video games are, at best, lauded for inserting human depth into otherwise violent, chaotic, and distant adventures.

    That's what makes Gone Home so remarkable. It claims that games can instead be about that most precious, difficult, and rich of all things life. It is an obstinate, uncompromising mission statement to that end. It postulates that video games CAN at the very least aspire to be art, and submits an early, if somewhat rough-hewed, demonstration. There are, yes, elements of the game that could use more polish. Some textures leave detail to be desired, and there is occasionally a repetition in less important objects that can break the otherwise masterful trance the game places on its players. But otherwise, the home that The Fullbright Company has created is teeming with humanity, with a lived-in, painterly feel not unlike the sorts of world favored by literary authors. There is, from the start, an immense solemnity to the game (it does take place on a dark and stormy night a rare misstep), but as one unravels the stories lurking inside the Greenbriar estate, there are moments of surprising humor, made all the more poignant from the furrows of sadness from which they spring. The music, most of it diegetically found through cassette tapes, is an incredibly well realized throwback to the riot grrrl era of the early and mid-nineties. In fact, the house is littered with nostalgia porn; the folks at The Fullbright Company have either cleverly designed their cultural touchstones to maximize appeal to retro-obsessed late-twenties hipsters for whom the concept of this game will likely hold the most appeal. After all, the dream of the nineties is alive in Portland (!)

    The sort of game Gone Home is couldn't be more clearly advertised. It is a deeply ponderous, subtle experience. Some have heralded it as the next evolutionary step for gaming as a storytelling medium. I would contend that is false. Video games still offer a way to combine tremendous interactivity, emotional investment, and philosophical gravity to narrative that allow for games like Bioshock: Infinite and The Last of Us to be possible in only this medium. That will continue to be the mainstay of what we consider quality gaming, and rightly so. But Gone Home offers a radical alternative, a game without clear cut objectives, without targets and points. A game that allows you to just exist and enjoy and uncover and explore without the typical urgency or high stakes. That, to me, is something that is truly special and fantastically courageous. I can't wait to see what comes next.
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  47. Aug 16, 2013
    9
    Gone Home is astonishing Great story telling and voice acting Whoever likes indie games like Dear Esther must play this one for sure 9/10 great game
  48. Aug 16, 2013
    9
    Gone Home is a fantastic Interactive Story, and if you think of it as that then the $20 price is justified. However it is dreadfully short, I personally beat it in an hour.

    The story in this game is still fantastic enough for me to say that this is one of the games everyone will want to play. Newly released hardcover books are $15, movie tickets are anywhere from $10 to $20, and this
    Gone Home is a fantastic Interactive Story, and if you think of it as that then the $20 price is justified. However it is dreadfully short, I personally beat it in an hour.

    The story in this game is still fantastic enough for me to say that this is one of the games everyone will want to play. Newly released hardcover books are $15, movie tickets are anywhere from $10 to $20, and this fits in that price range.

    +Godly amazing environment and story.
    -Short
    9/10
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  49. Aug 17, 2013
    9
    Like many sources and reviews have already described, Gone Home is a game where you take on the role of a Girl coming home from a long vacation only to find the house empty. Your role is to go through the large house and look for letters and tapes to decipher what has happened to your family while you're gone. There is no action, and there is little puzzle solving. Nevertheless, as you canLike many sources and reviews have already described, Gone Home is a game where you take on the role of a Girl coming home from a long vacation only to find the house empty. Your role is to go through the large house and look for letters and tapes to decipher what has happened to your family while you're gone. There is no action, and there is little puzzle solving. Nevertheless, as you can probably judge from my score, I really liked the game, and I will tell you the reasons in order for you to decide for yourself if you want to play the game or not.

    First, there are some glaring "flaws" to this game, if you could even call it that, which are the length and the price. The game takes less than 2 hours to finish, and cost me 18 dollars. For me personally it was definitely worth the price of admission, but for those who can only purchase one game once in a while, this might not be a very good investment even if you end up loving the game. Read what I will have to say in the following paragraphs and then decide.

    The controls are simple but responsive, you can walk and look around, click on things to pick them up, rotate things while observing them, and zoom in on objects and the environment. While reminiscent of a pixel hunt adventure game, objects that you can interact with are instantly recognizable due to the in-game effects and also because of the attention to detail that the makers put into the graphics. You will occasionally find some bland textures, but the sheer amount of objects you can interact with is tremendous, and you can pretty much read the fine labels on the smallest, most ordinary objects. The technical graphics might not win any awards, but the love put into the most mundane objects show a quality that few other games reach.

    The sound of the game reminded me of the ambient noises from the best horror games. There is technically no background music, but the creaks of the floor boards, the humming of the light bulbs, and the rumble of thunder outside comes clear and crisp through the headphones/speakers. The voice acting is also tremendous; you can feel each emotional passage uttered with true passion. All of the sounds and voices combine into a very immersive environment, and combined with the detailed graphics, it actually creates a very believable empty house for your to explore. I never knew an ordinary house could be so terrifying with just being... there without inhabitants.

    It might be obvious at this point that, without any action and puzzle solving, the game is about the ambiance and the story telling. And while I have laid praise to the former, the latter is where the game truly shines. The in-game story is mostly conveyed through the letters, notes, invoices, and tapes that you pick up and observe. Combined with that is an occasional narrative that extends and reveals a different angle to the story that complements the experience. And let me tell you, as mundane as reading letters are, it is a very emotional experience.

    It has been a very long time since I have felt unadulterated terror at the ambiance of a game. I expected things to show up at any moment, and with the opening of every single door, the fear of a child-dreamt booeyman leaping out from the closet was all too real. However, I have never felt a more genuine sense of dread, not fear nor terror, at what I -thought- I would find as I followed the story. What my imagination brought, it startled and then it ebbed, but what existed in the narrative world is what made me perspire and weep. Paired with that are well timed scenes of utmost joy and warmth that pulled at my heartstrings. These two opposing groups of feelings combined to form a emotional force that I was entirely unprepared for; this is a triumph in storytelling.

    It is fine for you to not know why or what made me feel what I felt from a simple point and click adventure game, but just know that this game is capable of delivering all these emotions if you let it. I cannot recommend this game enough, as it is up there along with other great indie storytellers such as To the Moon.
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  50. Sep 2, 2013
    9
    I thought the game was beautiful and could not have been done any other way. For the most part the people harping on the game seem to complain about the lack of "gameplay" or something of that nature and honestly I just feel like their missing the point. Videogames are about an experience and I thought this game offered an incredibly unique one. Look at the reviews, its about 50 50I thought the game was beautiful and could not have been done any other way. For the most part the people harping on the game seem to complain about the lack of "gameplay" or something of that nature and honestly I just feel like their missing the point. Videogames are about an experience and I thought this game offered an incredibly unique one. Look at the reviews, its about 50 50 love or hate. So buy at your own risk, but if you can really immerse yourself in it and love it for what it is, theirs a lot of emotional depth. Expand
  51. Aug 17, 2013
    9
    This game needed to be made. Video games have become trite, predictable. This game, I honestly had no clue how it was going to end until it ended. It was suspenseful and actually scary without all the boring repetitive killing sequences like in common games, it was emotional, it was well written and designed. And a game with not one, but actually two female protagonists? YES. WOW. YouThis game needed to be made. Video games have become trite, predictable. This game, I honestly had no clue how it was going to end until it ended. It was suspenseful and actually scary without all the boring repetitive killing sequences like in common games, it was emotional, it was well written and designed. And a game with not one, but actually two female protagonists? YES. WOW. You wouldn't think that would be so hard! This game needed to be made. And more need to me made that are like it. I played it once through by myself and then a second time with my partner. This game means a lot to us from a social justice standpoint and from a socially conscious video gaming standpoint. It needs to win all of the awards. All the sexist trolls can go back to playing "CoD 24: Shoot More Random Guys Isn't This Fun", if they don't like this game. Expand
  52. Aug 18, 2013
    9
    In the last few years, games have taken to using exploration as a storytelling tool. Whether it be the audio diaries found in Bioshock or the various letters seen in The Last of Us, developers are realizing that oftentimes exploration and discovery can paint a better picture of the world than dialogue can. With Gone Home, The Fullbright Company takes this idea and runs with it.

    You
    In the last few years, games have taken to using exploration as a storytelling tool. Whether it be the audio diaries found in Bioshock or the various letters seen in The Last of Us, developers are realizing that oftentimes exploration and discovery can paint a better picture of the world than dialogue can. With Gone Home, The Fullbright Company takes this idea and runs with it.

    You play as a girl named Kaitlin who has just returned to a new home from a yearlong trip in Europe. As you arrive on a late stormy night, you quickly realize the house is deserted. A note taped to the front door from your little sister states that she has left and not to worry about her. And so the game begins.

    The game plays in the first person, but do not mistake this for a FPS. You're given no guns, no weapons, and fight no enemies. There are no jump scares, no one you're running from, and you're never in any real danger. For this reason, the game is not for everyone. People who get bored of exploration and must always have someone to shoot at will write Gone Home off almost immediately. That's okay, it wasn't made for them.

    Gone Home is all about exploration. The game tasks you with finding out what happened to your family, and most importantly your little sister, Sam, just by combing through the house. This would seem very mundane if you were given a mediocre setting, but thankfully that's not the case. The house, while very large, is brimming in realism. Every room has a great "lived in" look to it; I was reminded a countless number of times of my own home growing up. This is a place that begs to be explored. As you make your way through the mansion, you'll come across letters, manuscripts, homework assignments, and most importantly diary entries spoken to you by Sam herself. Every room has things to pick up and examine, and you'll want to see everything.

    Every house has a story to tell, and this one is no different. Through studying the various items you'll come across, a story will slowly start to come together. Mostly given out of chronological order, the collectibles act as the pieces to a larger puzzle. Piecing together the narrative with the little tidbits you're given is one of the most powerful experiences I've ever had in gaming. The connection you feel to the characters is immediate and strong; so much so that you forget that you've never actually come face-to-face with any of them. I'm not going to say anything else regarding the story, because you really need to unravel this one for yourself. Just prepare for it to tug at your heartstrings.

    Gone Home is a game that makes us rethink the definition of a videogame. It's story is novelistic in nature, and its gameplay consists only of exploring a house void of people. Yet in the way that only the best art can, it does so much by doing so little. This is a game that will keep you thinking long after the credits roll, and one you won't forget anytime soon. Highly recommended, go buy this game now!
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  53. Aug 18, 2013
    9
    Gone Home is a game that wants to tell you a story and does so with such ease that you feel invested in it from the first journal entry till the last. In gone home you play as Kaitlin Greenbriar returning home after being abroad in Europe to find your house empty and your parents and sister Sam missing. Your goal is to solve the mystery of where your family has mysteriously disappeared to.Gone Home is a game that wants to tell you a story and does so with such ease that you feel invested in it from the first journal entry till the last. In gone home you play as Kaitlin Greenbriar returning home after being abroad in Europe to find your house empty and your parents and sister Sam missing. Your goal is to solve the mystery of where your family has mysteriously disappeared to.

    The main and only objective of the game is to search the empty house for clues, and as you find them Sam will tell a story in the form of journals entries. The game is set in a house in the year 1995 and The Fullbright Company does the era justice from finding cassettes to VHS tapes littered around the house. What makes gone home so special though is the storytelling.

    In my two hour play through I felt so many different emotions that in any other form of entertainment would not have been possible. From scared, sad, nervous, and much more I can honestly say a game has never encouraged me to feel so much. If your looking for a game packed with action and fighting bad guys this game is most certainly not for you, but if your interested in one of the best stories I've experienced in recent memory this game is a must buy.
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  54. Aug 20, 2013
    9
    Apparently this is going to be one of those games that is destined to become intensely divisive. Like another not-quite-a-game, Dear Esther, it has such extraordinary narrative strength and a sense of atmosphere that it's more of a controllable story. Like Myst, one of the seminal first-person adventures, you're not presented with exactly what's going on in the game, but as you exploreApparently this is going to be one of those games that is destined to become intensely divisive. Like another not-quite-a-game, Dear Esther, it has such extraordinary narrative strength and a sense of atmosphere that it's more of a controllable story. Like Myst, one of the seminal first-person adventures, you're not presented with exactly what's going on in the game, but as you explore your large, empty house filled with secret passages and alcoves, you slowly start to piece together what's happening, culminating in a touching and well-developed conclusion. Even though we don't get to see the game's central characters, I really felt for them and hoped that they can find happiness in their uncertain future.

    Many people have expressed disdain for what this game has accomplished, but these people are probably one of the reasons the late, great Roger Ebert believed that games could never be an art form. Surely a loud and vitriolic chorus like this, who apparently have no tolerance of a game that unfold a drama in front of you instead of laying out a string of achievements to make you feel validated, makes it look like the gaming public want to decry the artistic evolution of their medium. Don't show them "Bientôt l'Été", whatever you do. These are people that would have thought "Birth of a Nation" shouldn't have been made, and they should keep making more Keystone Cops films. These are people that would have preferred to watch "The Brady Bunch Hour" instead of "All in the Family". These are people that wonder why Jackson Pollock paintings are so expensive.

    It may be strange to talk about the cultural reaction to a game instead of the game itself, but the truth is you ought to simply experience the game (though I don't blame you if you find $20 excessive) for its earnestness, immersive story and daring new approach to the adventure game, and video games don't exist in a vacuum. It's important to commentate on the culture that surrounds it, and in this instance, it's a culture that has acted with hostility against something it doesn't understand, citing reasons such as "bribing the press", "hipster conceit" and other flimsy arguments to make it sound like they're right and everyone else is wrong.

    Well, as someone who's enjoyed games like Dear Esther, Heavy Rain, El Shaddai and Flower, I know I'm not alone. Some of us are pleased to see video game culture starting to grow up, and it's up to us all to show that it'll take more than nagging skeptics to keep gaming as a disposable-entertainment medium. Gone Home is a modest game that unfolds into a beautiful story, and it mustn't be marginalized because it didn't give you a score, put walls in your way, or attempt to hurt you. This is one of the rare games that rethinks what a game can do, and it shouldn't be struck down and called a freak for that.
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  55. Aug 21, 2013
    9
    Judging from other user reviews, this game isn't for everyone especially if you're main concern with a game is all-out action. If, however, you respect a game's atmosphere and narration, this is among the best games I have ever played. Some may say it is just pointless exploration and it is just a movie in a game. But Gone Home tell its story like only a game can, full of emotion thatJudging from other user reviews, this game isn't for everyone especially if you're main concern with a game is all-out action. If, however, you respect a game's atmosphere and narration, this is among the best games I have ever played. Some may say it is just pointless exploration and it is just a movie in a game. But Gone Home tell its story like only a game can, full of emotion that can't be replicated in the form of cinema. Perhaps the price is a bit excessive for a short, two-hour game, but when you consider the price of a cinema ticket and popcorn, I believe you are definitely getting value for money for such an emotional journey.

    This game was not created for outstanding gameplay and graphics or starting WWIII; rather, it presents a house and story full of life, amazingly conveyed in such a short time
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  56. Aug 21, 2013
    9
    This review contains spoilers, click expand to view. Sure are a lot of haters on here. First of all, this is most definitely a game. It's a linear game for sure, but it's still a game, and a great one at that. What's the difference between this and most adventure games? You click on or interact with every object you can find until something fits your puzzle and you move on. This game is no different in that aspect. Where it obviously differs is its narrative method, where it succeeds in conveying a unique (for videogames, anyway) and engaging story. The game does a fantastic job of capturing what it would really feel like to come home to a large, empty house for the first time. I think about how I would adapt this game in another medium. The book, and now film, "The Perks of Being a Wallflower" immediately comes to mind, as it is similarly a teenager's coming-of-age story set in the 90s, where the main story is told through letters (or journal entries in Gone Home). However, neither a film or a book would ever be able to capture the feeling of walking down an unlit hallway in search of a light switch, uncovering clues about how great of a student and athlete you were in high school compared to your sister, stumbling across details about your parents' strained marriage, or even just a walking through the greenhouse at night while the rain falls outside, punctuated by an occasional clap of thunder. This game was truly one of the most unique emotional experiences I have ever experienced in medium. The only thing I found a bit far-fetched was how everything was just strewn about the house like that, especially Sam's stuff. She had notes of paper in practically every single nook and cranny in that gigantic house. The mother also did poor job of hiding her affair. Also, the $20 price tag is a bit steep for this game. $10 bucks would've been the perfect price for this type of game. My suggestion for anyone wanting to play this game is to wait for a sale. Expand
  57. Aug 24, 2013
    9
    Gone Home has a very touching story which moved me close to tears a few times, and I think it manages to not tip over the edge of being too sentimental, although it's a close call in a few parts.
    I understand people bashing the game for not having actual gameplay, but you can't judge all games from the same criteria. Looking at what the game (or, more accurately, interactive story) tries
    Gone Home has a very touching story which moved me close to tears a few times, and I think it manages to not tip over the edge of being too sentimental, although it's a close call in a few parts.
    I understand people bashing the game for not having actual gameplay, but you can't judge all games from the same criteria. Looking at what the game (or, more accurately, interactive story) tries to accomplish it does it very well.
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  58. Aug 25, 2013
    9
    This is a game which, probably, you will either love, or hate.

    Your parents and younger sister (Samantha) have moved into an atmospheric old mansion, while you (Katie) have been traveling Europe. You arrive to this new home, only to find your family missing. As you navigate the mansion, you reveal insights into the lives of your family members by examining every day objects and reading
    This is a game which, probably, you will either love, or hate.

    Your parents and younger sister (Samantha) have moved into an atmospheric old mansion, while you (Katie) have been traveling Europe. You arrive to this new home, only to find your family missing. As you navigate the mansion, you reveal insights into the lives of your family members by examining every day objects and reading notes left by them.

    What drives the game forward is your personal desire, as a player, to explore this home, and uncover who your parents and sister are, and why they are not there. Sure, you can quickly learn how to open the locked doors, and find out the answers, but then, you will miss the details necessary to make the characters come to life.

    In some sense, it is fair to compare this game to a book. The true experience is found between the lines. Here, it is found in your own relation to the characters, as you infer their traits and aspirations from the environment, and, inevitably, draw from your own personal experiences. However, Gone Home differs from a book, in that it lets you decide where to look next, which provides an immersive presence. This showcases the unique expressiveness of the gaming medium.

    If you possess the patience and interest to really probe into these characters, you have here a short yet rewarding emotional journey. Otherwise, this is just an empty house, and a simple love story.
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  59. Aug 25, 2013
    9
    A fresh take on interactive story telling. I didn't know what to expect, but I played the entire game in one sitting and couldn't stop. It was very touching, but also very heartbreaking.

    Ignore the low scores based of "length and price", these are not reflections on the quality and the game doesn't deserve such hate. Its funny to me that folks can love TellTale's The Walking Dead
    A fresh take on interactive story telling. I didn't know what to expect, but I played the entire game in one sitting and couldn't stop. It was very touching, but also very heartbreaking.

    Ignore the low scores based of "length and price", these are not reflections on the quality and the game doesn't deserve such hate. Its funny to me that folks can love TellTale's The Walking Dead "Walking around and talking to people game" and gave it GOTY praise, but they can't give this one kudos for being effective on tugging at player's emotions and how it delivers effective storytelling?

    It was unique and fresh and I enjoyed the entire experience.
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  60. Dec 29, 2013
    9
    While not for everybody, Gone Home is a perfect example of how exploratory storytelling can work so well. No you're not shooting things, nothing is blowing up, there's also no other characters to interact with, but Gone Home does a great job of telling you the story, regardless.
  61. Aug 31, 2013
    9
    Gone Home is not action-packed, but it is gripping. The excellent voice acting and atmospheric design pull you in to the touching story and keep you wondering what happened to these people you've never met but feel like you know. The gameplay is not difficult, but neither is it mindless. The game gives you just enough guidance to keep you on track while giving you the freedom to feel likeGone Home is not action-packed, but it is gripping. The excellent voice acting and atmospheric design pull you in to the touching story and keep you wondering what happened to these people you've never met but feel like you know. The gameplay is not difficult, but neither is it mindless. The game gives you just enough guidance to keep you on track while giving you the freedom to feel like you're in control.

    I have one complaint that keeps this from being a 10. $20 is a lot to pay for a game that took me 4 hours, and I probably spent more time exploring than most would. There is no replay value. I will still give it a 9, though, because as much as I may have preferred to pay less, I definitely don't regret buying this game. It's a one-of-a-kind experience, and I'll probably remember it much longer than the last movie I paid for.
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  62. Sep 22, 2013
    9
    I have to laugh about how people complain about how the game plays. It isn't really much of a game in that sense, it's basically just walking from point A to point B and clicking on something. No, what makes this game truly great is the storytelling. The way they explain the story, and play with the players expectations is brilliant. While it isn't perfect by any means, i personally thinkI have to laugh about how people complain about how the game plays. It isn't really much of a game in that sense, it's basically just walking from point A to point B and clicking on something. No, what makes this game truly great is the storytelling. The way they explain the story, and play with the players expectations is brilliant. While it isn't perfect by any means, i personally think that it is much better than people seem to think it is, just if thought of in a different manner. If The Last of Us was presented in a similar way, would people be freaking out in the same way? I doubt it. Expand
  63. 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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  64. Feb 16, 2014
    9
    There will be a lot of people that complain that there isn't much to this game, it's just a 1st person, interactive story and that is where it, like Beyond: Two Souls, beats a lot of games and divides a lot opinions, it's story is so deep and compelling it doesn't need to do anything but be told, it is so simplistic that it is almost perfect there are no enemies to defeat, no puzzles toThere will be a lot of people that complain that there isn't much to this game, it's just a 1st person, interactive story and that is where it, like Beyond: Two Souls, beats a lot of games and divides a lot opinions, it's story is so deep and compelling it doesn't need to do anything but be told, it is so simplistic that it is almost perfect there are no enemies to defeat, no puzzles to solve you just play through and discover the story is an incredibly emotional and real you can't help but to become near obsessed with putting all the little pieces together to figure out the stories behind the characters Expand
  65. Oct 17, 2013
    9
    Extremely powerful game. It is a little overpriced given it's length, but I high recommend playing it. Gamers and non-gamers alike can appreciate its great story and themes.
  66. Oct 20, 2013
    9
    Every now and again, a game is released that stands out above the rest. What makes these games so special is that they each bring something new, exciting and different to the player. Gone Home is one of these games. The game itself requires little skill, It requires no fast paced trigger action nor does it involve any jumping/ducking your way through enemy territory or vast foreign lands.Every now and again, a game is released that stands out above the rest. What makes these games so special is that they each bring something new, exciting and different to the player. Gone Home is one of these games. The game itself requires little skill, It requires no fast paced trigger action nor does it involve any jumping/ducking your way through enemy territory or vast foreign lands. It is merely an exploration/story telling game set in a single (yet somewhat huge) house. I personally admit that the plot so far sounds painfully boring and unworthy of a single review. It's also worth noting that the screenshots of the game and the actual game play footage reminded me of some old, slow and overly frustrating point and click game. But this led me to question "Why would a game that looks so dull, slow and old gain so much attention and admiration", and so I played it. After a good 3.5 hours of 'Playing' the game (I use the term 'playing' lightly), I was completely fulfilled with one of the greatest stories I've ever witnessed within a game. The fact that you (Katie Greenbriar) get to unravel the story at your own pace and do it your own way is proof that a gripping, emotional and heartfelt story can be told through a video game. In a book or video however, you're told the story, and the experience is usually linear and controlled, but in Gone Home, you are part of the story, you make your own discoveries and decisions and piece them all together. It is solid proof yet again that a game does not need to exceed 10gb+ of HDD space or require the latest hardware for it to be considered worthy of today's gaming. This game proves that human emotion, empathy and a great storyline can make any game spectacular. This game is definitely not for everyone, especially the trigger hungry, button mashing and adrenaline filled individuals out there (Hence the mixed reviews). But if you admire a deep narrative, involving intensely detailed and interesting characters, enjoy exploring every nook and cranny, and can understand and empathise with a characters emotional/personal troubles and triumphs, then this game is sure to be a treasure. Please take your time with this game and be sure to soak it all in, it is a one of a kind. Expand
  67. Oct 23, 2013
    9
    I enjoyed the game from the first second, it really sucked me in and I played from beginning to end in one evening because I simply couldn't stop. I wouldn't call the game and adventure but I also can't think of another genre (without inventing one) that describes it better. This game isn't for you if you want to solve riddles or if you don't like to read because there are no riddles andI enjoyed the game from the first second, it really sucked me in and I played from beginning to end in one evening because I simply couldn't stop. I wouldn't call the game and adventure but I also can't think of another genre (without inventing one) that describes it better. This game isn't for you if you want to solve riddles or if you don't like to read because there are no riddles and there is a lot to read. (If you don't read the letters, notes, etc. that you'll find in the house, than you leave the game no choice than to be disappointing and boring for you.)

    You are "playing" a story that unfolds as you go and that's it... a story. For me the game lives from it's atmosphere and is ONLY driven by the players curiosity to find out what's going on. Are the parents murdered or simply gone shopping? Is your little sister kidnapped or at a friend's house? If you are not curious about what happened because you simply don't care... stop playing, this game is not for you then.

    Till the end of the game I didn't knew what the conclusion might be but when it finally came it left me very unsatisfied. I turned off the computer, went to bed and thought: "This is the end? Really?" For me it sucked... well, at first. Thinking about it I have to say... I was stupid. Because what I expected would probably have happened in every other game. The ending of the game just fits and it's good it ended the way it did.
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  68. 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.
  69. 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.
  70. Nov 4, 2013
    9
    I really liked this because it is so different from the usual shoot-em-ups which seem to be prevalent. I wonder if game-makers think there is no audience for anything else?

    The game has an absorbing storyline and the information found during the game creates characters with depth, which is also not apparent in most games. I took a little over five hours to complete this, taking my
    I really liked this because it is so different from the usual shoot-em-ups which seem to be prevalent. I wonder if game-makers think there is no audience for anything else?

    The game has an absorbing storyline and the information found during the game creates characters with depth, which is also not apparent in most games.

    I took a little over five hours to complete this, taking my time. That does seem short for the price, which is the reason I gave it a score of 9 instead of 10. I would love to see more games like this. I'd also like more games with puzzles and mysteries to solve.
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  71. Dec 28, 2013
    9
    It pushes the boundaries of how stories can be told within video games and is totally immersive. Play it in the dark with headphones. You really do become the player character and become wholly emotionally invested in the stories being told within the house, both the main story and the stories you have to piece together yourself from clues around the house.
  72. Nov 8, 2013
    9
    People seem to forget that in the ancient times of video games industry, games were just like books. They were telling a story and delivering something emotional to the players. Gone Home is a beautiful example of a video game book where the main role is the story itself and not any kind of action. If there's a question about games being art, Gone Home is a beautiful proof that even gamingPeople seem to forget that in the ancient times of video games industry, games were just like books. They were telling a story and delivering something emotional to the players. Gone Home is a beautiful example of a video game book where the main role is the story itself and not any kind of action. If there's a question about games being art, Gone Home is a beautiful proof that even gaming industry can deliver realistic and emotional stories. This game reminds me the old times when I was playing to see and live through characters' story. Expand
  73. 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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  74. 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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  75. 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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  76. 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
  77. 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
  78. 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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  79. Dec 16, 2013
    9
    Gone Home is a 1st person video game created by The Fullbright Company that is based around a young woman coming home to an empty house. She has to go through the house, looking at different artifacts to solve the mystery of her missing family.
    I was impressed with how such a simple game kept me on my toes until the very end. I constantly found myself looking at irrelevant objects,
    Gone Home is a 1st person video game created by The Fullbright Company that is based around a young woman coming home to an empty house. She has to go through the house, looking at different artifacts to solve the mystery of her missing family.
    I was impressed with how such a simple game kept me on my toes until the very end. I constantly found myself looking at irrelevant objects, believing it had something to do with the plot line. Being able to pick up everything possible, added a reality factor to the game, making the player feel like he/she is deciding what and what not to do. It felt like you were in the game. Yes, I know its an over used line to try and state a point, but it’s true. This game is very open. There weren’t a lot of hints so the player has to use their brains to get to the end of the game.
    What added onto the story is that it is an effortless game to play. The controls are easy, the sounds around the house are pragmatic and most of all, the graphics are good enough to examine specific artifacts. Each of these elements plays a huge role in this game. Without simple controls, players will get frustrated and demotivate themselves to play. With this day in age, everything has the best graphics and sound, so in order for Gone Home to compete with Call of Duty or The Last of Us, they had to “get to their level.” Each room is completely different and custom to specific characters. For example, the teenager’s room looks like a teenagers room.
    As the game progresses, the protagonist, Katie, begins to learn more and more about her younger sister, Sam. Through Sam’s journal entries, she is able to narrate her story. We are entered into Sam’s world through the eyes of the older sibling’s. Sam’s journal entries are what Katie follows to find out where Sam and her parents are.
    In conclusion, I would give The Fulbright Company’s Gone Home a 9 out of 10. The game was perfect in every way. It was one of the most realistic games I've ever played. The one part I disagreed about was the way it ended. I don't want to spoil it, but I felt that it could've ended with an explosion instead of a lit candle.
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  80. 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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  81. 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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  82. 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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  83. 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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  84. 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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  85. 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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  86. Dec 17, 2013
    9
    From the creators of the famous RPG game, BioShock comes Gone Home, an intriguing and suspenseful, first-person game played from the point of view of Katie Greenbriar. When Katie arrives home from Europe, she realizes that her entire family has deserted the house. As our heroine begins to search for clues about their disappearance, terrible secrets and an intricate plot line emerge toFrom the creators of the famous RPG game, BioShock comes Gone Home, an intriguing and suspenseful, first-person game played from the point of view of Katie Greenbriar. When Katie arrives home from Europe, she realizes that her entire family has deserted the house. As our heroine begins to search for clues about their disappearance, terrible secrets and an intricate plot line emerge to capture the player’s imagination.

    Gone Home is a unique style of game, as it is exploration based, and the player merely roams around the house finding clues, unlike most games, which involve violence and conquering levels. The subtlety of the game is also a rare quality, since the plot is not obvious at first, although the plot later shows the complexity of characters, and their history, once scrutinized. Without giving too much away, the story involves unusual and complex relationships between characters. Although the graphics are not modern, their lack of sophistication reflects the 1995 setting effectively. In fact, the game has been praised for its realistic depiction of the 1990s and, indeed, items such as tube television sets, auto stereograms, and 90s board games frame the time period convincingly.

    The realism, however, is at times bothersome because the game is too darkly lit. It is often overly time consuming for the player to wander around finding light switches, which feels like an odd use of the player’s time. Another negative aspect of this game is its length, as it only takes a few hours to complete from start to finish. Also, in terms of gameplay, the replay value is diminished since there is a static narrative, which limits the gaming experience.

    Overall, Gone Home is an enjoyable for the person who likes story-based games rather than brutality. In other words, fans of GTA and Call of Duty may not appreciate the nuanced mood and activities, where Katie collects personal notes, family secrets, and discovers underground passageways and keys to the past. Readers may enjoy this game as most of the game’s strength lies in the layered narrative structure. As mentioned above, the game length is not comparable to popular games as the cost per hour of gameplay is significantly higher, although it may provide the same satisfaction for the more thoughtful player.
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  87. Dec 22, 2013
    9
    Gone Home is an excellent game that proves that games don't need to just be about killing. The game has actual depth, emotion, and a unique narrative method. I can understand why many would be upset with this game. the game is roughly two hours long, so the full price is a bit much. Thankfully, Steam is known for its sales. It is best to wait until it is marked down. Otherwise, it isGone Home is an excellent game that proves that games don't need to just be about killing. The game has actual depth, emotion, and a unique narrative method. I can understand why many would be upset with this game. the game is roughly two hours long, so the full price is a bit much. Thankfully, Steam is known for its sales. It is best to wait until it is marked down. Otherwise, it is a very simple and engrossing game that I found myself completely absorbed in. Once I started it, I could not get up. I had to finish it. I had to find out what happened. I had to experience it. Many take this game as an actual game. Gone Home is more of an experience than a game. It is an experience in atmosphere, character development, and (most importantly) emotion. This is a game of patience that requires attention. If you feel that video games truly are a form of art, Gone Home should be near the top of your list. Expand
  88. Feb 5, 2014
    9
    This game is something else, than the mainstream out there. Its game mechanics are minimalistic. You 'just' search the house for clues what happened to your family, nothing more.
    Its emotional story telling is great. As with every emotional story you have to be in the mood for the experience. The story captured me like few games before. I wanted to know what happened at first. But as I
    This game is something else, than the mainstream out there. Its game mechanics are minimalistic. You 'just' search the house for clues what happened to your family, nothing more.
    Its emotional story telling is great. As with every emotional story you have to be in the mood for the experience. The story captured me like few games before. I wanted to know what happened at first. But as I got more information, I also got a bad feeling about the possible endings.
    In the end this 'game' entertained me more than 'you regular shooter'. Its something special. Don't expect the game of the year. Don't play it just because of the high score. Do it because you want a slow, tense, atmospheric, frightening, funny and emotional story about the difficult life as a teenager.
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  89. Feb 10, 2014
    9
    There are a lot of negative reviews suggesting Gone Home would do better in another medium, but it's definitely where it belongs. It's a fairly straight-forward interactive short story and while it has its limitations, it is the sort of game that needs to exist. It's easy to say the story is predictable but most are in the medium. It's a game for people who think games can be more thanThere are a lot of negative reviews suggesting Gone Home would do better in another medium, but it's definitely where it belongs. It's a fairly straight-forward interactive short story and while it has its limitations, it is the sort of game that needs to exist. It's easy to say the story is predictable but most are in the medium. It's a game for people who think games can be more than they are artistically.

    I'd recommend it for anyone with a soul.
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  90. Mar 12, 2014
    9
    It may have taken me a long time to get around to finishing Gone Home but damn am I glad I did. I cannot recommend this game enough (If you can call it a game). The story is immerse and very powerful, the sense of everything clicking into place and revealing the truth as you explore the expansive house is the driving force. While the story may become predictable towards the end it's stillIt may have taken me a long time to get around to finishing Gone Home but damn am I glad I did. I cannot recommend this game enough (If you can call it a game). The story is immerse and very powerful, the sense of everything clicking into place and revealing the truth as you explore the expansive house is the driving force. While the story may become predictable towards the end it's still gripping and beautiful, the voice acting is haunting yet warm at the same time and the ambient sounds of the storm outside caught me off guard more than once, the beautiful story works well in contrast to the creepy and empty feel of the environment. Gone home is proof that a different idea will work in the gaming world and is a strong shout from the indie scene. While there may be limited replay value I would strongly suggest you should play through it at least once. Expand
  91. Mar 24, 2014
    9
    I came into Gone Home with no real expectations, i had read a few things about how its not a game and it just crap. I remembered playing through Dear Esther, another "non game" as people like to call it, and hated it. Yes it was pretty but so boring.

    Gone Home is a totally different kind of "non game", it has a great story, amazing atmosphere and tricks you into thinking its a horror
    I came into Gone Home with no real expectations, i had read a few things about how its not a game and it just crap. I remembered playing through Dear Esther, another "non game" as people like to call it, and hated it. Yes it was pretty but so boring.

    Gone Home is a totally different kind of "non game", it has a great story, amazing atmosphere and tricks you into thinking its a horror game with the big mansion and the constant thunder. I think you have to come into Gone Home with a open mind, or else you will be disappointing. Do it a late night, headphones on with sound cranked up, in the dark and i think you will have a amazing time.

    The Fullbright Company has crafted a truly amazing game, amazingly detailed, engaging story and a setting that you want to explore even though its a normal house. The work they have put into just the items and clues are masterful. I am not going to talk any about the story because i think you should discover that on your own.

    My reason for not giving it a perfect 10 is the price is even though it is a great game in my eyes, i think the original $20 is a bit steep. Realistically you have a 70-90 min experience which is $3.5 - $4.5 pr min.
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  92. Jun 8, 2014
    9
    First of all, this game is ONLY for who wants something more than a good story. So, if you want anything else, you won't like it, but if you are the right person for this game, you'll love it. At the beginning it could be a little slow, but when you start discovering what happened, you won't leave the pc. This game is poetic and moving, but not everyone (as you can see from the user score)First of all, this game is ONLY for who wants something more than a good story. So, if you want anything else, you won't like it, but if you are the right person for this game, you'll love it. At the beginning it could be a little slow, but when you start discovering what happened, you won't leave the pc. This game is poetic and moving, but not everyone (as you can see from the user score) can understand that. I read things like "at first i was excepting a murder and jumpscares but than it was boooooring". Well, than why did you buy it? The only reason why i don't give it 10 is the price, too much for a game like this, but if you find it in sale, just buy it. Expand
  93. 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.
  94. Jun 12, 2014
    9
    If you grew up and/or raised teenagers in the late 1980's to early 90's you will probably have a lot to relate to here. If you can relate to this story and it clicks, you will absolutely love it. I think this is the reason for so many low user review scores. This game will probably not meet expectations for anyone born later than 1985, as today's current generation may be unable toIf you grew up and/or raised teenagers in the late 1980's to early 90's you will probably have a lot to relate to here. If you can relate to this story and it clicks, you will absolutely love it. I think this is the reason for so many low user review scores. This game will probably not meet expectations for anyone born later than 1985, as today's current generation may be unable to appreciate the glee of going back in time and reliving a very special period in recent history. In this "game" you are essentially playing through a short story. This story brings us back to 1995 and takes place in a single night at the Greenbriar family's new home. The game is more of a storytelling simulation than a proper game and will take most players approximately 2 hours to complete. In those couple of hours I laughed, I cried, I felt suspense and fear for the family, and especially the sister's, well-being. By the end of the story I genuinely cared about the Greenbriar's and their stories outcome. For me, more interactive objects, more storytelling details and slightly better graphics would have probably earned this title a 10/10. Expand
  95. Oct 23, 2014
    9
    Gone Home shows how the video game platform can be utilized as a form of narrative. You are placed into an empty house and for two hours layered stories emerge. Beyond the main narrative of the younger sister, Sam, you uncover small clues that weave together a story of each of the family members and the fracturing family. While the game is actually quite restrictive, it is a small houseGone Home shows how the video game platform can be utilized as a form of narrative. You are placed into an empty house and for two hours layered stories emerge. Beyond the main narrative of the younger sister, Sam, you uncover small clues that weave together a story of each of the family members and the fracturing family. While the game is actually quite restrictive, it is a small house and the game directs you pretty heavily (locked doors), at no point did it ever feel like I was being restricted. Expand
  96. Feb 11, 2015
    9
    Very powerful game. I'll freely admit this isn't going to be to everyone's tastes, but I absolutely loved it. I would compare to Dear Esther, so if you enjoyed that, then I think it's safe to say you'll enjoy this too. In case you aren't familiar with Dear Esther, this game is unlikely to be like anything you've ever played before. Rather than a "game" in the traditional sense, this is aVery powerful game. I'll freely admit this isn't going to be to everyone's tastes, but I absolutely loved it. I would compare to Dear Esther, so if you enjoyed that, then I think it's safe to say you'll enjoy this too. In case you aren't familiar with Dear Esther, this game is unlikely to be like anything you've ever played before. Rather than a "game" in the traditional sense, this is a semi-structured, interactive story. You're roughly guided along a path, but along the way your own curiosity will allow you piece together the events that preceded your arrival. I feel it did this extremely well, so it gets a good score from me.

    This game had me hooked from the premise, "girl arrives home from a year abroad to find her house empty and family gone," and from there it never let me go. If this sounds boring to you, then the game isn't for you. If this has whet you're appetite though, then I think you'l love it.

    You spend your time in the game (I'd say between two to four hours gameplay) searching through the house, digging into the history of your family and the property, piecing together the bits of information you find into a narrative so that you can untangle the events that preceded to your arrival. The game helps you construct an image of the characters described along the way through discovered notes, newspaper clippings, sound-byte journals, audio cassettes and visual cues.

    If I could give one, very slight criticism, it was that I had a pretty good idea of what the ending was going to be a good time before it happened. However, there were enough up and downs along the way to keep me guessing. Overall a brilliant, subtle, and I would add very touching, that would be more accurately designed as an "experience" than a game. Brilliant work, well done.
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  97. 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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  98. 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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  99. 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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  100. 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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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.