Most of the environment is open, and you're left to your own devices in regards to where to start searching, and what to do. It turns out that the house is quite large, with a basement and two floors to walk around. Instead, it's all about first-person perspective exploration, where you poke around the creaking and somewhat creepy Victorian domicile, examining objects, books, scraps of paper, and notes to ascertain what's been happening to the family during the year you were absent. It has all the hallmarks of a horror setting, which I initially found somewhat unnerving, until it became obvious that Gone Home simply isn't that kind of game. The game is set in the middle of the night, and there's a fierce storm raging outside. Moving boxes are still present, and the place is in some disarray.Īt first, the proceedings feel a little spooky. What quickly becomes apparent is that the family haven't occupied the house for long. Initially trapped inside the house's front porch, a quick bit of detective work soon has you opening the front door and entering its dim foyer. Where are her parents and younger sister? Figuring that out by searching the house for clues is the objective of this somewhat experimental piece of software, which, for the benefit of this review, I'll still refer to as a game. It's 1995, and you're Katie Greenbriar, freshly returned from an extended, year-long vacation in Europe to find her new family home devoid of inhabitants. More interactive fiction than traditional game, Gone Home starts out with you facing a locked front door. Some content, such as this article, has been migrated to VG247 for posterity after USgamer's closure - but it has not been edited or further vetted by the VG247 team. This article first appeared on USgamer, a partner publication of VG247. DeveloperThe Fullbright Company/Midnight City.
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