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5.5

Mixed or average reviews- based on 2245 Ratings

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  1. Mar 2, 2014
    8
    Gone Home has everything that's great about video games. You're dropped into this certain situation given absolutely no instruction as to what you're supposed to do, and you explore. You come home from college to see that everyone is gone, and given the setting of the 90's where there is lots of physical media, you find clues around the house to try to piece together where everyone hasGone Home has everything that's great about video games. You're dropped into this certain situation given absolutely no instruction as to what you're supposed to do, and you explore. You come home from college to see that everyone is gone, and given the setting of the 90's where there is lots of physical media, you find clues around the house to try to piece together where everyone has gone. Anyone who tells you this game has no gameplay has no idea what they're talking about. The very nature of the exploration of this game has elemets from the puzzle genre. The atmosphere is great, the exploration is interesting and it's all packed into 1.5-2 hours, making it a short and sweet experience. Expand
  2. Oct 30, 2013
    8
    This review contains spoilers, click expand to view. Well, Gone Home isn't the usual game you'd expect. It's mainly about exploration and even that part is fairly limited. The further you explore the house you will unfold the events that led to the "abandoned" house. But it still manages to give you a good ending where you rethink your playing experience and how the game was able to play with our expectations. I liked that and that's why it stayed in my mind. It also manages to deliver a strong statement because despite the media tolerance for gays and lesbians it is still a huge problem in a lot of families when your offspring isn't developing the way you expect them to be. Expand
  3. Nov 1, 2013
    7
    The game is well done from the voice acting to the graphics. It is very original and is able to keep you hooked until the very end. However, is it a very short game. I had 1.6 hours of game play. Personally I feel this is over priced for a game that is this short. I would give this game a better score if it was longer or cheaper.
    I cannot say I was mislead when purchasing this game,
    The game is well done from the voice acting to the graphics. It is very original and is able to keep you hooked until the very end. However, is it a very short game. I had 1.6 hours of game play. Personally I feel this is over priced for a game that is this short. I would give this game a better score if it was longer or cheaper.
    I cannot say I was mislead when purchasing this game, because they did not really give any direction. However, it was not what I expected. Without giving away spoilers, they cannot do a better job describing this game.
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  4. Dec 8, 2013
    6
    Gone home has a very short story but it doesn't mean that the it isn't good, in the game you just have to go through the story without trouble there isn't guns or something like that, Gone Home is boring sometimes it hasn't amazing graphics, just some persons will like this game, but if story is just what you are looking for in a game you will enjoy it.
  5. Jan 5, 2014
    8
    If you are going to build a game that pushes the definition of the medium through the wholesale elimination of things like combat and problem solving, and focus entirely on atmosphere, exploration and story, you'd better do a damn good job of it. And Gone Home does a damn good job of it.

    In Gone Home you are Kaitlin Greenbriar, 20-year-old white female, and you have come home from a
    If you are going to build a game that pushes the definition of the medium through the wholesale elimination of things like combat and problem solving, and focus entirely on atmosphere, exploration and story, you'd better do a damn good job of it. And Gone Home does a damn good job of it.

    In Gone Home you are Kaitlin Greenbriar, 20-year-old white female, and you have come home from a year abroad, and no one is home. But you are greeted by a disconcerting note on the front door and so you find the key, enter the house, and explore, trying to find what, if anything, happened to your loved ones.

    You will open cabinets and rummage through drawers and play cassette tapes full of rock and roll songs. You'll search upstairs and downstairs and behind hidden passageways. And in the process you'll learn more about your mother and your father and your long-dead great-uncle than you probably ever wanted to know. But most of all you'll learn about your sister, and the trials and tribulations of being a teenage girl in rural Oregon in the summer of 1995.

    I know something about being a teenager in the summer of 1995 because I was one. Granted, I was a boy (still am) and I lived in Northern California, not Oregon, but let me say that this is one of the most pleasantly nostalgic experiences I've ever had. Everything from the cabinet full of pre-recorded X-files VHS tapes to the SNES cartridges to the late 80's holdover furniture to the handmade zines and concert posters is spot on. Nothing felt out of place or inaccurate at all, which goes to show the level of care and detail that went into crafting gone home.

    That dedication to creating an authentic experience is also reflected in the voice acting, the writing and even the penmanship. Everything feels that it was written by a teenage girl or a well meaning parent and not just a writer trying to sound like one. At no point is your immersion broken at every point you feel like a young woman exploring her empty childhood home who just wants to make sure that everyone she cares about is okay. Maybe they will be. Maybe they won't be. You're never sure until the end.

    The only flaw of the game that stands out and is worth mentioning is that there is a mild paranormal component hinted at during exploration that is completely unnecessary, adds nothing to the ambiance or the gameplay or the storytelling. Perhaps answering the "does the spirit of a long-dead relative haunt these halls?" question could have been another sidequest of sorts. As is, it feels tacked on and is distraction to the main story. It should have been played up or eliminated completely.

    8/10. A good story well told in a complete if smallish world. Roughly 2 hours of gameplay with little to no replay value. Quality realistic art and graphics that lend to believability and immersion. Excellent voice acting and music completes the package. Great feels. Highly recommended.
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  6. Mar 11, 2014
    6
    Over all was interesting. I like how the story of it unraveled. Seemed to have just enough clues to help solve what ever simple puzzle was going on, and, or on where to go next.
    It really kept me glued to it most of the time for the few hours it took to play/walk the game.
    I think they are on to something here, but in the end I was a bit cheated and disappointed. I was starting to
    Over all was interesting. I like how the story of it unraveled. Seemed to have just enough clues to help solve what ever simple puzzle was going on, and, or on where to go next.
    It really kept me glued to it most of the time for the few hours it took to play/walk the game.

    I think they are on to something here, but in the end I was a bit cheated and disappointed.
    I was starting to feel let down when it was obvious where the story was headed. What was the main story I thought was just a side story.

    Either at one time, or, it's just to throw you off, you play because you hope there is something supernatural in the house. For a while I suspected that maybe I would find "Sam" hanging to death in
    some secret passage.

    Instead I am forced to hear some homosexuality story. Not that I have some hatred towards homosexuals, but then at the same time I don't really need to know all the details of it.
    I don't really care if you want to have sex with animals or inanimate objects, etc., for the most part I'd be like okay, yea, please don't tell me about it, I'm not asking.
    But like a lot of homosexuality in the media, etc., as in this game you are forced to know about it, and it ends up being the story.

    I don't like all the "haha you thought you would see ghosts, or something (interesting)". Yea I'd rather see those things then rather have it all be about homosexuality.

    I don't see how people gave this the "game of the year" last year.
    Other then like Hollywood it seems obligatory for like minded people to give such subject matter high praises. Like it was no big surprise that "brokeback mtn" got so many Oscars et al.

    Okay, just over hyped and shallow in the end.
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  7. Jul 1, 2014
    6
    The bad thing about reviewing this game is that the game is not very depth mechanics wise. This review is basically hindered on the fact of how well I liked the story and the few characters that are in it.

    I enjoyed the story quite a bit, I did find myself really enjoying the character development and recording. It really let you into the life of you (Kaitlin) and your sister you hear
    The bad thing about reviewing this game is that the game is not very depth mechanics wise. This review is basically hindered on the fact of how well I liked the story and the few characters that are in it.

    I enjoyed the story quite a bit, I did find myself really enjoying the character development and recording. It really let you into the life of you (Kaitlin) and your sister you hear through recordings (Sam).

    The audio was pretty great. The voice acting was solid, not that this was an extremely difficult job but great nonetheless. The music was pretty solid queuing in when needed and the song at the ending makes a nice parallel to something you hear from your sister earlier on it hit home with the song at the end.

    Graphics... I am not one to talk about graphics too much because I do not care about them unless they take you out of the experience the game is going for. For this game I think they are okay, nothing spectacular in the sense the textures are a little messy which take you out of the "zone" but for what it is it's okay. Period.

    The length of the game is very short. Even with someone like me who read every document and what not, it only took me ~2 hours. That is good and bad... Good because the story could only really a hold a 1-3 hour length. Bad because some people have paid $10-$20 for this game and it is not worth that price at all. I picked it up today on the steam sale for $2.99. Yes it was worth that price tag and maybe a $5-7 price range but nothing more.

    For those saying this shouldn't be a game, I disagree wholeheartedly. The reason being this game could not exist as is in another medium. It is far too short and lacks depth to be a book or a movie.

    Overall, it is a good game, with a huge emphasis on story so don't expect anymore mechanics from a interactive story. Should you pick it up? Yes, if you enjoy JUST a story and ONLY if you can find it from a $0-5 price range. I feel very bad for the people who spent $20 on the game so I do understand where there frustrations come from.
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  8. Dec 15, 2014
    8
    The Fullbright Company’s “Gone Home” is an interactive first person adventure game, where the player assumes the role of Katie Greenbriar, who has just come back from a trip around Europe. She finds a note on the door, and is tasked with finding out the mystery as to where her family is. As the player ventures through the house, you can start to understand how it will unroll, based offThe Fullbright Company’s “Gone Home” is an interactive first person adventure game, where the player assumes the role of Katie Greenbriar, who has just come back from a trip around Europe. She finds a note on the door, and is tasked with finding out the mystery as to where her family is. As the player ventures through the house, you can start to understand how it will unroll, based off the vibe that the house gives off, the constant noises from outside and voice recording's Sam has left.
    Throughout the journey that the game is, there are many different reasons why on game sites such as Metacritic and IGN it is rated so highly. The narrative is phenomenal and the way The Fullbright Company has captivated this story through the eyes of one of the protagonists is very interesting. The graphics are really good considering independent video game designers almost always have less money then big time game developers such as Infinity Ward, or Bethesda. The sound of the game helps to set the mood as a dark and mysterious setting, which adds to the scare factor that could pop-up and scare you at any moment. The game play is a first person narrative which allows the player to go anywhere in the house and explore from end to end the boundless references and artifacts the storyline of Gone Home has to offer.
    Gone Home is a great game which gives many different experiences which most people aren’t used to because it is not like Call of Duty or Halo, except the game has many flaws too, which takes away from having a 10/10 from myself, and other critics. The ending for example is very anti-climatic, which hindered my experience of the game because I was expected a ghost or a murder. As well, there are restrictions as to what can be put in your inventory just being able to put keys in is a bit disappointing because if you need to take screenshots of letters, and pictures then its tough to go back and find it rather than just having it in the inventory. Lastly, the game lacks excitement because it is slow, you cannot run and seems tedious at times to maneuver around the house.
    The game for me was enjoyable but I wouldn't recommend it because it was a bit slow and could have had much more pleasure playing it. It was fun although if I had to pay full price for it I would not as the game only allows for three hours roughly of in game, play, which does not represent the true value as a consumer.
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  9. Dec 15, 2014
    9
    Framed as a mystery, The Fulbright Company took a different approach when tackling the odd life of a family living in the mid to late 1900s. Gone Home kicks off with Katie Greenbriar, a young woman who had been travelling Europe for a year, arriving back at home on June 7th, 1995 – on a dark and stormy night – to a deserted house. With her parents missing, and her sister nowhere to beFramed as a mystery, The Fulbright Company took a different approach when tackling the odd life of a family living in the mid to late 1900s. Gone Home kicks off with Katie Greenbriar, a young woman who had been travelling Europe for a year, arriving back at home on June 7th, 1995 – on a dark and stormy night – to a deserted house. With her parents missing, and her sister nowhere to be found, Katie’s only resort is to snoop around the house for any clues or objects that are seen to be out of the ordinary in which can help her come to a conclusion.

    Arriving at her families newly moved into house, never before seen by Katie Greenbriar, Katie is left to reminisce the halls, sifting through objects, notes, photos and so on, in search for answers. The player takes on a first person role as Katie Greenbriar, whose task is to use the clues around the house to figure out where her family’s whereabouts are. The game-play leads you through dark, long hallways throughout the house, not knowing what is going to happen next – if someone is going to kill you, or if someone is going to pop out of the darkness and scare the living hell out of you. Gone Home does nothing but leave you on the edge of your seat, but without the first-person shooter or thriller aspect users have always been used to.

    Gone Home always keeps the player in up most awareness at all times because of the intense features of very realistic gameplay throughout the entire game. From the story line, to hearing Sam’s actual voice, Gone Home makes the player feel like he is actually in the mansion searching and reminiscing for clues. It is very easy to get swept up in Gone home because the environment is so realistic and convincing that it makes you feel as if you are searching through a real mansion, at very specific points in time. All of these realistic features help capture a player’s attention for hours on end, adding depth and excitement no matter where you are in the house.

    Gone home attempts to explore the boundaries in a video game that have never been explored before. The Fulbright Company took a risk, and with an accomplished risk, there is always a large payoff. Despite the very short experience, the accumulative acts of walking through hallways, examining objects and searching for clues become a bitter adventure dealing with a families personal issues which feel as if they are your own. For that, Gone Home has displayed a brilliant storyline with a strong basis for a great video game and is definitely worthy of anyone’s time.
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  10. Dec 18, 2014
    8
    Gone home is an interactive plot based game that takes players into the eyes of Kaitlin Greenbriar, a 21-year-old girl from Boon County, Oregon. Kaitlin (Katie) has just returned from a year backpacking in Europe. She comes home at 1 AM to a dark house, a distressing note from her sister and nobody left in the house.
    The game’s plot is revealed through an original medium and, as the
    Gone home is an interactive plot based game that takes players into the eyes of Kaitlin Greenbriar, a 21-year-old girl from Boon County, Oregon. Kaitlin (Katie) has just returned from a year backpacking in Europe. She comes home at 1 AM to a dark house, a distressing note from her sister and nobody left in the house.
    The game’s plot is revealed through an original medium and, as the central focus of the game, is very well thought out. Instead of Katie experiencing events or making decisions as a character would in a normal game, the player must uncover the entire plot through exploration of items. Character development and plot progression are found in the writing and media littered about the house. Each of the game’s characters is advanced through letters, notes and artifacts. Katie’s younger sister, Sam, writes journal entries to Katie, which are read to the player after finding related objects owned by Sam. In one sense this aspect of the game reduces the realism, however that is more than made up for by the increased character connection that is developed in these audio journals. This method of storytelling is very innovative, however it relies heavily on the player to take their time and read every paper they find. Furthermore, even with a cooperative player, some of the items are difficult to find or understand, which leads to players missing some of the key plot points.
    Gone Home’s gameplay has several flawed yet several redeeming elements. One of the major flaws is that the player moves too slowly. Most of the game is surprisingly linear despite the open nature of a house, which means the player doesn’t need to spend a lot of time in transition from one room to the next. However, there are several portions of the game that require revisiting old rooms, which results in some long walks through the house. In addition, if a player is replaying the game while listening to developer commentary or doesn’t need to view every object for some other reason, they are stuck moving at the same, slow speed. However, the sound and the atmosphere of the game are incredible. The music sets an accurately creepy tone, yet is somewhat nostalgic for the journal readings. The lightning also scares the crap out of you.
    Although there are some flaws, Gone Home is incredibly well made for an indie game, and has more in depth and relatable storylines than many big games. I would certainly recommend it to anyone who wants to experience a short, yet rich interactive story.
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  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. 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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  13. Aug 18, 2013
    10
    No one can write a proper review of Gone Home without spoiling everything, but I'll try. Every review you read should tell you that the narrative in this game is incredible and moving. But this is an example of a story that couldn't be told as well using any other medium. The year is 1995. The player plays as Katie, who comes home from a trip across Europe to discover that no one else isNo one can write a proper review of Gone Home without spoiling everything, but I'll try. Every review you read should tell you that the narrative in this game is incredible and moving. But this is an example of a story that couldn't be told as well using any other medium. The year is 1995. The player plays as Katie, who comes home from a trip across Europe to discover that no one else is home. As Katie, you search your house in an attempt to discover where your sister Sam went. Sam left clues for you, scattered throughout the house. As I played, I really felt as if I had come home to my (creepy) house and was trying to solve a mystery that my sister had left for me. And as time went on, I got more comfortable with the house. As the story picked up, I found myself unable to stop playing. I'm so impressed that this was made by only a few people. I'll definitely pick up whatever they release next.

    P.S. Many people are complaining, "It's only a few hours long and it costs $20!" But the length is exactly what it needs to be. There's no useless padding like there is in most games. If you value your time, you will appreciate the length.
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  14. Aug 19, 2013
    10
    I have to agree to some trolls down here, this is not a game, IT'S MUCH MORE! The level of immersion has nothing to do with those "games". This experience will make you feel more emotions than 99% of your steam catalog in just 2 hours! It's incredible what they achieved with no characters, no animations, just some text and audio log. My only complain is the sound compartment, don't get meI have to agree to some trolls down here, this is not a game, IT'S MUCH MORE! The level of immersion has nothing to do with those "games". This experience will make you feel more emotions than 99% of your steam catalog in just 2 hours! It's incredible what they achieved with no characters, no animations, just some text and audio log. My only complain is the sound compartment, don't get me wrong it's great overall, but that rain effect it's a bad loop that you can hear in every room, they should just fix that. The launch price is also a little high and i got some sluggish frame rate look speed.
    After hours I'm still in the uplifted state this experience put me in. Use the try before buy it formula, if you are not sure. But i guess that after you will see the credits rolling you will be throwing money at your screen!
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  15. Aug 18, 2013
    10
    This is not really a "game". It is, however, an excellent experience. Playing (experiencing? watching? interacting with?) it, I was most reminded of going to a theatrical installation in a house in London-- the house was set in Victorian decoration, as if the residents had just left; you had to learn about the residents and their story by viewing their ephemera. However, the installationThis is not really a "game". It is, however, an excellent experience. Playing (experiencing? watching? interacting with?) it, I was most reminded of going to a theatrical installation in a house in London-- the house was set in Victorian decoration, as if the residents had just left; you had to learn about the residents and their story by viewing their ephemera. However, the installation being in the real world, you couldn't touch anything; to move anything would ruin the experience of others.

    Gone Home has a similar setup, replacing Victorian London with 1995 Portland. However because it is set in a virtual world, the designers allow the audience to interact with all the objects in the house, while allowing each audience member to experience the story untainted by the experiences of others.

    Negative reviewers, looking for a fun, replayable "game", are no doubt disappointed. But as theatre? it is excellent. The voice acting is good, the characters extremely well-drawn and entirely believable. The objects in the world thoroughly represent the time of the story and teach you about the characters, and the stories of said characters intertwine in a surprising and challenging way.

    As to length/depth of story of which some complain. There is indeed one arc along which one is easily guided. Those seeking to "beat" the game as quickly as possible have ample opportunity to cheat themselves out of the other arcs and much of the character depth. I myself completed the main arc and had mixed impressions; only after realising I had missed some things, and returning, did I realise just how deep this story is.

    That said, the world of Gone Home is finite. In your budget you should think of this as a film or a theatre visit. If you're on a limited budget and your entertainment spend per hour is limited, this may not be for you, or you should wait for a sale.
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  16. Aug 18, 2013
    10
    a very good game of exploration and emotion,i was been touched at the end of this adventure!the songs are great and so punk!so i promise you you will pass a beautiful moment in Gone Home
  17. Aug 22, 2013
    10
    This is the best game I played for a very long time. Luckily I hadn't have any spoilers and I did not know what to expect. After I get used to the spooky atmosphere I was consumed by the story and couldn't stop to play it. I even caught myself turning around (ingame) as I heard a creaking noise... Beautiful!
  18. Aug 22, 2013
    10
    A lot of user reviews of Gone Home can't accept Gone Home for what it is, which is perfectly okay. The game does feature well-developed female characters and uses a simple interface to tell a moving and personal story. I would argue it's a game with far more emotional complexity that shines through because the game allows you to simply experience its story instead of insulting yourA lot of user reviews of Gone Home can't accept Gone Home for what it is, which is perfectly okay. The game does feature well-developed female characters and uses a simple interface to tell a moving and personal story. I would argue it's a game with far more emotional complexity that shines through because the game allows you to simply experience its story instead of insulting your intelligence at every turn or demanding you experience a story through violence. It's beautiful, well-crafted, and a fresh of breath air against the backdrop of countless shooters and fantasy escapism. It's an adventure game where the adventure takes place in your own imagination instead of force fed in little chunks. Some people can't handle a truly great game when it comes around, which is perfectly okay. Expand
  19. Aug 24, 2013
    10
    Personally I thought the story was lovely and enjoyed it from start to finish, wish it was longer! If it gets any sort of DLC to carry on I would love that.
  20. Sep 13, 2013
    10
    Gone Home is not a game in the strict sense, but rather it is art. It is nothing to play when you just want to relax and just shoot some anger off your soul, but it is the most fascinating, captivating game I've ever played. It is not just simple entertainment; it may even cause you to reflect on yourself. So if you are an apathetic hardcore gamer don't play this game.
    Although it lasts
    Gone Home is not a game in the strict sense, but rather it is art. It is nothing to play when you just want to relax and just shoot some anger off your soul, but it is the most fascinating, captivating game I've ever played. It is not just simple entertainment; it may even cause you to reflect on yourself. So if you are an apathetic hardcore gamer don't play this game.
    Although it lasts only for 3 hours, within this period of time the game won't let you go. And it maybe won't even some time after finishing it.

    PS. I hope that they release a collection of the tracks featured in the game so you could enjoy a bit of the great atmosphere in "gone home" also when you're not playing it.
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  21. Koo
    Nov 3, 2013
    10
    Like Dear Esther before it, Gone Home is a gaming experience more than it is a mere game. Gone Home lacks objectives, NPCs, enemies, and weapons. But what it does have is a beautifully realized world I felt a part of while I played the game. As you can tell from the other reviews, Gone Home is either a game you will love or one you won't. If you are looking for a relaxing gamingLike Dear Esther before it, Gone Home is a gaming experience more than it is a mere game. Gone Home lacks objectives, NPCs, enemies, and weapons. But what it does have is a beautifully realized world I felt a part of while I played the game. As you can tell from the other reviews, Gone Home is either a game you will love or one you won't. If you are looking for a relaxing gaming experience you can complete at your own pace (I completed the game in 2 hours) try Gone Home. If you are a curious type of person who enjoys a good story and likes to discover new things, try Gone Home. Gone Home isn't your typical adventure game. Like Dear Esther it is a journey and an experience. And also like Dear Esther, I enjoyed playing it immensely and will remember it. Expand
  22. 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
  23. Sep 14, 2013
    10
    Gone Home is a game created by The Fullbright Company which consists of some great developers which used to work for many interesting projects including Bioshock Infinite, XCOM and also Minerva’s Den. When I read about who is making this game, I knew the story telling is going to be amazing.

    You start off as a young girl named Kaitlin Greenbriar who comes back from the journey across
    Gone Home is a game created by The Fullbright Company which consists of some great developers which used to work for many interesting projects including Bioshock Infinite, XCOM and also Minerva’s Den. When I read about who is making this game, I knew the story telling is going to be amazing.

    You start off as a young girl named Kaitlin Greenbriar who comes back from the journey across the world. You also have a younger sister called Sam and of course parents. Personally, I didn’t know what to expect from this game, after seeing the trailer I was expecting a mix of Amnesia and Dear Esther.

    When I opened the door for the first time I felt scared, terrified I was presuming that something horrible have happened in this house and believe me, you will experience the same felling, trust me.

    Throughout the game you collect the pieces of the information(audio logs) to find out what happened in this house, you are trying to answer these questions, what happened, where is your family and why did they leave without letting you know. Personally, I love what developers did. The idea of collecting the information(audio logs) to find out what happened is just genius. When I was collecting these audio logs I felt attached to the family, I was feeling bad about my younger sister and her problems. This feeling kept me interested in the story as well as in trying to collect every single audio log. I also felt the need to explore every single bit of the room, trying to not miss anything.

    One of the biggest advantages that this game has to offer is its atmosphere, right after you enter the house you feel uncomfortable, scared and unsure of what is going on. I personally thing that this is the biggest strength of the game. Walking across the rooms, finding out the secret entrances and being scared because you don’t know what is in the house, is it a ghost, is the murderer still in the house, did someone got murdered? You simply don’t know. Even though there is no ghosts in this game I was still scared because the game created the developers have created this excellent atmosphere which are supported by great sound effects. There is no scripted events in this game…well maybe except for one, very good one I might add.

    I have completed this game in 3 hours, but then I have started playing it again. When you start the game you can either go right, left or upstairs, it’s your choice, there is no specific order of how you have to collect the information which is cool. The other thing that I liked about this game is that there was no arrows telling me about where I have to go or something like that, this is completely user driven experience, If you know what I mean.

    Lastly, Gone Home is a great game, personally one of the best games I have ever played. If you are a gamer you have to go through this experience. Believe me, You will not be disappointed. That’s why I love indie games, creative people that aren’t limited by the publishers. I would love to see this types of experiences more often.

    I give Gone Home: 10/10

    Summary:

    Pros:

    -Great story

    -Excellent atmosphere

    -Undoubtedly, perfect voice acting.

    Cons:

    - This is an exploration game which can turn off some casual gamers. (but I would still recommend it)

    - Length of the game I really understand that the developers wanted to keep this game short and to the point, but I loved this game so much that I want more… and more) I wouldn’t consider the length of the game a disadvantage though, I didn’t had a problem with the length of the game but again, It might be disappointing for the casual gamers who picked up this game.
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  24. Oct 4, 2013
    10
    I found this game to very moving and loved aspect of the narrative. My only complaint is that I wished it was longer. I would love to see more from this developer.
  25. Aug 25, 2013
    10
    This is MEANT TO BE A SHORT GAME!

    This is not a traditional game. It's a short story. I also contend that one should not judge a game based on the price point. You can argue it isn't worth x dollars due to the length, but it shouldn't affect how you'd rate the experience. Take Crusader Kings II, Halo, BioShock series, etc. These are games that people absolutely love. If they all
    This is MEANT TO BE A SHORT GAME!

    This is not a traditional game. It's a short story.

    I also contend that one should not judge a game based on the price point. You can argue it isn't worth x dollars due to the length, but it shouldn't affect how you'd rate the experience. Take Crusader Kings II, Halo, BioShock series, etc. These are games that people absolutely love. If they all come out at, say, $60 and you would grade one 9/10. Does that mean that the game is a better game at $20 on sale? Or that it's garbage at $80? No. Same great game, different price. Might be you wait for it to go on sale, that's fine. But you shouldn't trash the game based on this.

    Having said that, on to the game.

    I enjoyed every minute I played. There weren't that many minutes, but I was thoroughly engaged throughout. There are multiple stories presented, many in very few words. Putting together clues to build the story in your head is a wonderfully fantastic method to bring the player into an experience.

    To say too much would spoil the game. I won't do that.

    I enjoyed the game very much. As to whether it's worth whatever cost is attributed to it is up to each individual person. There isn't really any replay value, but the story is fantastic to me. Perhaps my favorite aspect of the game is that it made me feel like I was a kid in 1995 again. Remembering home made copies of movies, 2 to a VHS tape. Making mix tapes. Being scared of dark room (I was 7 then). And those punch button light switches were the same we had in my childhood home.

    I am fully behind this game and I hope that this game serves as a catalyst for change in gaming. It's possibly the beginning of a new genre!
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  26. Aug 19, 2013
    10
    One of the best games/stories I have ever played. Gameplay wise, it lies somewhere between Dear Esther and Amnesia: The Dark Descent, but holds it own in strong artistic gameplay direction and incredible attention to detail in its visual and auditory design of the environment and even details such as its timing of text animation.

    This is clearly a love letter to the 90s and done in a
    One of the best games/stories I have ever played. Gameplay wise, it lies somewhere between Dear Esther and Amnesia: The Dark Descent, but holds it own in strong artistic gameplay direction and incredible attention to detail in its visual and auditory design of the environment and even details such as its timing of text animation.

    This is clearly a love letter to the 90s and done in a fantastically realistic and matter-of-factly way the human condition. Though this is not yet the Citizen Kane of the game media (and who could ask for such), it is a great stride for interactive storytelling.
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  27. 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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  28. Sep 12, 2013
    0
    it's cool experiment about environment story telling. not worth 19€ but you should buy it anyway if you interested in games that are more than button smashers.
  29. Aug 23, 2013
    10
    I don't really write game reviews but seeing such negative feedback from the community for such a brilliantly developed game made me want to take the time for this.

    Here are my thoughts. Most reviewer took issue with things like game mechanics, lighting, textures, etc. Great, yes, this game is not Crysis 3 or Bioshock Infinite. Though, in all honesty, I was nowhere nearly as glued to my
    I don't really write game reviews but seeing such negative feedback from the community for such a brilliantly developed game made me want to take the time for this.

    Here are my thoughts. Most reviewer took issue with things like game mechanics, lighting, textures, etc. Great, yes, this game is not Crysis 3 or Bioshock Infinite. Though, in all honesty, I was nowhere nearly as glued to my computer screen playing Bioshock or Crysis as I was with this game. While those games are novel and have a unique set of features that make them enjoyable to play, Gone Home has an unparalleled level of depth that most modern games can't compare to.
    Its mature. Its thought provoking. It's the most realistic (situation/story line) game I have ever played.

    I think what most people who reviewed this poorly missed out on was how the game makes you feel. They get too caught up in the details instead of looking at the bigger picture and just experiencing the game for what it is instead of judging it for not having realistic enough graphics. I don't blame them. The first time my buddy eagerly showed me Minecraft and his elaborately built (and highly time consuming) castles, I though "your sh%$ing me right?" Not until I sat down and played the game did I realize its brilliance (just think back to your first night spent in Minecraft and you'll understand). These sorts of games are different but not necessarily wrong. Too many "gamers" are just trapped in the "better graphics, bigger explosions better game" mindset. Which, of course, couldn't be further from the truth.

    So to any of you who can appreciate a storyline that goes beyond the standard "hero's journey" narrative and woven into a realistic atmosphere, you'll be glad you played.
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  30. Aug 21, 2013
    8
    This was a great interactive story(ies), while the $20 might have been steep for some I think it was worth it. This was a well done and effective story. Does a great job of capturing the feeling of the mid 90s and making you care about characters you never interact with. Personally I have paid a lot more for games that gave back a lot less. If you have played the Walking Dead and didn'tThis was a great interactive story(ies), while the $20 might have been steep for some I think it was worth it. This was a well done and effective story. Does a great job of capturing the feeling of the mid 90s and making you care about characters you never interact with. Personally I have paid a lot more for games that gave back a lot less. If you have played the Walking Dead and didn't mind the limited game-like elements you'll probably enjoy this game. Be aware that you will probably be done putting together the stories in under 2 hours.

    Also while some of the negative reviews have some legitimate criticism about the games length and limited replayability, ignore the "hurr durr I though there wus gunna be poltergeist or witches" reviews. At no point does this game ever give that impression, unless you are very young or very stupid.
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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.