13 reviews
Gone Home is a unique bizarre little creature that can be completed in less than 60 seconds, that's right the whole story finished in less than a minute.
You play the role of a girl who returns to her home to discover her sister isn't in, you wander around the house seeking clues regarding her disappearance and these come in the form of narrated journal entries and notes.
Truth is wandering around this house is scarier than many survival horror games but the beautifully written/read journal entries make the game remarkably warm and undeniably memorable.
The game (If you can call it that) is tasteful, poignant, thought provoking and a brilliant story though it's more of an experience than an actual video game.
Well worth picking up, but don't expect much replay value.
The Good:
Looks great
Powerful emotional message
Deeply creepy (Even if it's not meant to be)
Wonderfully written
The Bad:
Very short
Not much content
You play the role of a girl who returns to her home to discover her sister isn't in, you wander around the house seeking clues regarding her disappearance and these come in the form of narrated journal entries and notes.
Truth is wandering around this house is scarier than many survival horror games but the beautifully written/read journal entries make the game remarkably warm and undeniably memorable.
The game (If you can call it that) is tasteful, poignant, thought provoking and a brilliant story though it's more of an experience than an actual video game.
Well worth picking up, but don't expect much replay value.
The Good:
Looks great
Powerful emotional message
Deeply creepy (Even if it's not meant to be)
Wonderfully written
The Bad:
Very short
Not much content
- Platypuschow
- Dec 1, 2017
- Permalink
The story takes place in June of 1995 where Katie has just returned home from her trip overseas to find that no one is home to greet her. She must search the new house for clues of where her family has gone.
Gone Home tells a great tale through the use of clues that you find laying around the house. The controls are simple as you can pick up objects and turn them to reveal the message. Some objects are Sam's and she tells you a little bit of her story after you put the object down.
This kind of click, hold, listen is not for everyone; I myself enjoy it but even I have my limits. They could have incorporated some other kind of objective to keep it feeling fresh. After trying to find all the notes, objects and what not, I began to lose interest and just headed to the end of the story.
I still enjoyed it for the most part but if you try and finish it all at once it becomes a chore.
Gone Home tells a great tale through the use of clues that you find laying around the house. The controls are simple as you can pick up objects and turn them to reveal the message. Some objects are Sam's and she tells you a little bit of her story after you put the object down.
This kind of click, hold, listen is not for everyone; I myself enjoy it but even I have my limits. They could have incorporated some other kind of objective to keep it feeling fresh. After trying to find all the notes, objects and what not, I began to lose interest and just headed to the end of the story.
I still enjoyed it for the most part but if you try and finish it all at once it becomes a chore.
- NDbportmanfan
- Jul 3, 2016
- Permalink
Gone Home is a sweet slice of life story, told through environmental clues throughout a large house. I think the marketing for this game was a bit misleading, as it gives the impression this is a suspenseful game. On the contrary, it's a relaxing experience where you get to slowly learn about a family through what they left behind in a house.
I think the game is strongest in its storytelling in objects and brief moments of dialogue. You spend the majority of the game viewing and interacting with objects in the house to learn more about the family that lives there. A lot of care and attention went into the object scattered around the house. Items ranging from books to even discarded trash subtly tell a story about each family member. It goes a step beyond the cliche video game diaries that tell stories point blank, and it feels like you get a more personal insight into the lives of family members.
Another great aspect of this game are dialogue flashbacks with an excellent narrator. They are well spaced throughout the story and offer a genuine insight into one of the main characters. Speaking of sound, the soundtrack is also great. The ambient music is relaxing, and there's a number of great music tracks you can find on cassettes throughout the house. (this family has a lot of cassette players btw)
It's not a perfect experience however. While the rooms and objects tell interesting stories, I feel like the overall design of the house feels monotonous and unnatural. The house just feels like a series of generic hallways connecting the rooms together, seeming almost maze-like at times. Walking between rooms breaks immersion because of how disjointed the house feels. It's ironic that a game titled 'Gone Home' doesn't prioritize the architecture and authenticity of the house itself.
The story also could have been expanded. There are two main "plots" occurring in the story, the main focusing on the main character's sister and there is a subplot about the parents. I feel like there should have been more interaction between the parents and sister's stories. Both stories could have interesting intersections, but the plots disappointingly have little to no overlap with each other. I also feel the character you play as (Kate) could have had a much more fleshed out storyline. All we know is that Kate came back from a trip abroad, but that's about it. It's possible the developers did this intentionally so you could more easily be immersed as Kate or to focus more on her sister's story. However, I feel the story could be much deeper if we had known how Kate impacted the lives of her parents and sister.
Finally, I think there could have been a lot more interactive elements in the environment to increase immersion. Having some puzzles or clues to mini mysteries here and there could have improved the pacing of the game overall. There is an inventory menu in this game, but it's almost never used throughout the whole playthrough which is pretty disappointing. Clues that you receive in the main plot line just show up on the map, so it sometimes feels like I'm just going through the motions rather than solving mysteries about the house.
While there is a lot to be improved about this game, I think the foundation of this game is great. I had a good time playing this game, which took about 3 hours to complete when you are not rushing through. I would love to see a remake of this game with a more authentic house design and slightly deeper storyline. As it stands, Gone Home is still a nice game if you are looking for a short and sweet interactive slice of life. I would recommend purchasing it on sale though.
I think the game is strongest in its storytelling in objects and brief moments of dialogue. You spend the majority of the game viewing and interacting with objects in the house to learn more about the family that lives there. A lot of care and attention went into the object scattered around the house. Items ranging from books to even discarded trash subtly tell a story about each family member. It goes a step beyond the cliche video game diaries that tell stories point blank, and it feels like you get a more personal insight into the lives of family members.
Another great aspect of this game are dialogue flashbacks with an excellent narrator. They are well spaced throughout the story and offer a genuine insight into one of the main characters. Speaking of sound, the soundtrack is also great. The ambient music is relaxing, and there's a number of great music tracks you can find on cassettes throughout the house. (this family has a lot of cassette players btw)
It's not a perfect experience however. While the rooms and objects tell interesting stories, I feel like the overall design of the house feels monotonous and unnatural. The house just feels like a series of generic hallways connecting the rooms together, seeming almost maze-like at times. Walking between rooms breaks immersion because of how disjointed the house feels. It's ironic that a game titled 'Gone Home' doesn't prioritize the architecture and authenticity of the house itself.
The story also could have been expanded. There are two main "plots" occurring in the story, the main focusing on the main character's sister and there is a subplot about the parents. I feel like there should have been more interaction between the parents and sister's stories. Both stories could have interesting intersections, but the plots disappointingly have little to no overlap with each other. I also feel the character you play as (Kate) could have had a much more fleshed out storyline. All we know is that Kate came back from a trip abroad, but that's about it. It's possible the developers did this intentionally so you could more easily be immersed as Kate or to focus more on her sister's story. However, I feel the story could be much deeper if we had known how Kate impacted the lives of her parents and sister.
Finally, I think there could have been a lot more interactive elements in the environment to increase immersion. Having some puzzles or clues to mini mysteries here and there could have improved the pacing of the game overall. There is an inventory menu in this game, but it's almost never used throughout the whole playthrough which is pretty disappointing. Clues that you receive in the main plot line just show up on the map, so it sometimes feels like I'm just going through the motions rather than solving mysteries about the house.
While there is a lot to be improved about this game, I think the foundation of this game is great. I had a good time playing this game, which took about 3 hours to complete when you are not rushing through. I would love to see a remake of this game with a more authentic house design and slightly deeper storyline. As it stands, Gone Home is still a nice game if you are looking for a short and sweet interactive slice of life. I would recommend purchasing it on sale though.
- bobehensley
- Jan 11, 2022
- Permalink
I had downloaded this game a few weeks back and wanted to check it out when i got a chance to sit and chill ...after a long day of killing zombies with friends.. i poured a glass of vodka with red orange and raspberry and decided to play it for a soft change .. and it was better than i expected . I did not look for reviews or any trailers ,just played it up straight forward and it was if not exactly or better than i had anticipated . After playing it, i was curious of the cast names and came looking for them and saw poor reviews and said to myself .. i should write one down .
It started quiet and then as the story progressed , finding clues and venturing through the house with that mild ambiance , i realized it start revolving around her sister . I liked how it branch out to her cute little affair through her notes. There were hints of it turning out to be a horror twist but it grew out more emotionally towards the sister " Sam " And as the story came to a close , i was quite pleased since i was looking for a short story . It triggered different emotions and i was quite happy for the girl in a way .
All in all , its a game to be played straight forward without much expectations and it should give you a nice vibe at the end of it .
It started quiet and then as the story progressed , finding clues and venturing through the house with that mild ambiance , i realized it start revolving around her sister . I liked how it branch out to her cute little affair through her notes. There were hints of it turning out to be a horror twist but it grew out more emotionally towards the sister " Sam " And as the story came to a close , i was quite pleased since i was looking for a short story . It triggered different emotions and i was quite happy for the girl in a way .
All in all , its a game to be played straight forward without much expectations and it should give you a nice vibe at the end of it .
- metalfreak_86
- Aug 26, 2016
- Permalink
The story is interesting, but all too predictable. I loved the eerie atmosphere created, but personally for me there was not much to do apart from going A to B, listening and reading stuff, figuring out hidden spaces et al.
I'd compare it to something like Limbo, which is a very different game, yet gives one the wholesome experience despite not giving out any detail in spoken narrative. Here on the other hand we get a wholesome narrative, but not much going it's way otherwise.
I'd compare it to something like Limbo, which is a very different game, yet gives one the wholesome experience despite not giving out any detail in spoken narrative. Here on the other hand we get a wholesome narrative, but not much going it's way otherwise.
- Dreviews16
- Oct 27, 2020
- Permalink
Gone Home is one of those indie gems that left me with a lot to think about long after I stopped playing. This first-person exploration game drops you into an eerily empty house in 1995 as Katie, who just returns from overseas. Right off the bat, the atmosphere hooks you-dim lighting, creaking floorboards, and the ever-present feeling that you're not quite alone in this spacious, yet intimate home. What really stands out in Gone Home is its environmental storytelling. Instead of flashy graphics or complex mechanics, it relies on the location to unfold the narrative. As you rummage through drawers, read notes, and piece together the lives of Katie's family, you start to feel a genuine connection with their struggles and triumphs. The characters, especially Katie's younger sister, Sam, feel real and relatable, making the emotional weight hit harder as the story develops.
The gameplay is pretty straightforward-there are no puzzles or overwhelming challenges, just a lot of exploration. This simplicity allows you to soak in the little details and understand the family dynamics. I found myself lingering over photos and letters, really getting immersed in the story being told. Gone Home is a well crafted experience that champions narrative over action. It's a poignant reminder of how strong storytelling can be in video games.
The gameplay is pretty straightforward-there are no puzzles or overwhelming challenges, just a lot of exploration. This simplicity allows you to soak in the little details and understand the family dynamics. I found myself lingering over photos and letters, really getting immersed in the story being told. Gone Home is a well crafted experience that champions narrative over action. It's a poignant reminder of how strong storytelling can be in video games.
- scarletambitious
- Sep 9, 2024
- Permalink
Gone Home is a unique game with a rich story, but it requires time, patience and curiosity for a full experience. The story is delivered by searching through a mansion to find clues. These clues develop and enhance the story of Gone Home.
The environment of Gone Home is very compelling and different from most other games. From beginning to end the whole game is set in a mansion in 1990's America. Throughout Gone Home thunder and lightning sets a dark and haunted mood. Lack of lighting just adds to the lonesome feeling of the empty house. Every time I turned on a light I felt oddly gratified that I have discovered a little more. I became more and more curious as I progressed through the game. However, sometimes there were parts in the game I felt I had nowhere to go. Quite a few times I was tempted to search for answers online, but I held off and it paid out in the end.
Gone Home's detail is probably the defining factor of the game. Every painting, floor or room has a purpose. For example, one room uncovers disturbing parts of the father's early life. Also, scenes such as Sam's room are the rooms that really begin to develop Sam (the sister), a full range of her personality was displayed just in the detail of one set. I won't reveal more than that, but the level of detail a player finds is the amount of time he/she puts in.
The gameplay was very different from most first person games. The developers set the walk speed annoyingly low with the intention of the player to explore the finer details. If the game is played as the developers intended, looking through drawers and opening letters, the true depth to the story is revealed. Side plots open up and things begin to make sense; every audio message I stopped moving, and felt gratified in hearing Sam's voice. A minor negative to the story line of Gone Home was that the player has no affect on it; it felt as though no matter what I did, everything was laid out before hand.
The gameplay, environment and story of Gone Home were superb to say the least, although some hiccups in pacing, the developers were very effective at what they wanted to do. They create a unique game that told an interactive and interesting story.
The environment of Gone Home is very compelling and different from most other games. From beginning to end the whole game is set in a mansion in 1990's America. Throughout Gone Home thunder and lightning sets a dark and haunted mood. Lack of lighting just adds to the lonesome feeling of the empty house. Every time I turned on a light I felt oddly gratified that I have discovered a little more. I became more and more curious as I progressed through the game. However, sometimes there were parts in the game I felt I had nowhere to go. Quite a few times I was tempted to search for answers online, but I held off and it paid out in the end.
Gone Home's detail is probably the defining factor of the game. Every painting, floor or room has a purpose. For example, one room uncovers disturbing parts of the father's early life. Also, scenes such as Sam's room are the rooms that really begin to develop Sam (the sister), a full range of her personality was displayed just in the detail of one set. I won't reveal more than that, but the level of detail a player finds is the amount of time he/she puts in.
The gameplay was very different from most first person games. The developers set the walk speed annoyingly low with the intention of the player to explore the finer details. If the game is played as the developers intended, looking through drawers and opening letters, the true depth to the story is revealed. Side plots open up and things begin to make sense; every audio message I stopped moving, and felt gratified in hearing Sam's voice. A minor negative to the story line of Gone Home was that the player has no affect on it; it felt as though no matter what I did, everything was laid out before hand.
The gameplay, environment and story of Gone Home were superb to say the least, although some hiccups in pacing, the developers were very effective at what they wanted to do. They create a unique game that told an interactive and interesting story.
And intriguing concept that is more or less poorly executed on. For a game that has received overwhelming praise from critics, some calling it an "achievement in gaming", it lacks a satisfying climax and ending (Which I won't spoil here) to tie together all the suspense that it spends 2 and a half hours setting up.
What makes this game interesting is the way it plays on your expectations and horror genre clichés, which always makes sure you are engaged as a player and are paying attention to the story, but overall the entire gameplay aspect of the game becomes irrelevant which is never a good sign for a "game".
Now I'm not one of those people that say "How is this even a game", because as a general rule i like narrative based games, and for the most part enjoyed this narrative and therefore the game.
But the ending was quite possibly the worst ending for any form of fiction I have ever seen. I'm not going to spoil it, because the only reason (literally) to play through this game is the intrigue of the narrative that's it.
The reason why the ending (or later part of the game) sucks is because: -It happens too soon (The game is too short) -Unbelievably underwhelming -Makes you feel cheated for all the suspense lost -Cuts out entire aspects of the game
If I would sum up this game in 2 words it would be "Wasted opportunity"
4/10.
What makes this game interesting is the way it plays on your expectations and horror genre clichés, which always makes sure you are engaged as a player and are paying attention to the story, but overall the entire gameplay aspect of the game becomes irrelevant which is never a good sign for a "game".
Now I'm not one of those people that say "How is this even a game", because as a general rule i like narrative based games, and for the most part enjoyed this narrative and therefore the game.
But the ending was quite possibly the worst ending for any form of fiction I have ever seen. I'm not going to spoil it, because the only reason (literally) to play through this game is the intrigue of the narrative that's it.
The reason why the ending (or later part of the game) sucks is because: -It happens too soon (The game is too short) -Unbelievably underwhelming -Makes you feel cheated for all the suspense lost -Cuts out entire aspects of the game
If I would sum up this game in 2 words it would be "Wasted opportunity"
4/10.
- rcadavidson
- Jul 6, 2016
- Permalink
- TheSadMayor
- Aug 16, 2018
- Permalink
- Jinxxa_Wolfe
- Sep 1, 2020
- Permalink