Gone Home

Gone Home is a first-person interactive story adventure video game that seeks to explore and understand the concept of story and character creation more than anything else. The game offers the player a highly interactive experience of exploration. Katie spends over a year in Europe and comes home to an empty house. In her efforts to find her family, she finds clues that indicate how much her family could have changed over the year that she had been away. Within moments, the player is drawn into the story, since the player was curious about what happen to this family as well. The player becomes Katie and seeks the answers hidden in the mansion with such a passion.

As far as I can see, Gone Home is more like a mystery fiction, which focused on the investigation of crime. A stormy night and an empty mansion, complete silence. These are defining features of a crime fiction instead of a video game. The game removes the player from his state of comfort into a state fear of monsters and ghosts. When we playing the game in class, I don’t realize that the game is scary. For some moments I thought it was scary when I finish the game on my own. The moment I entered a bathroom, the hair dye in the bath tub scare me for a second. Since I thought that was blood, which is typically the murder scene trace. The creator develops a number of suspense situations, which drive the player through the urge to unveil the secrets of everything. First, Katie is drawn to the urge to know what happened to her sister as her primary motive. Besides, she would like to know what happen to her mother and father as well as what Sam had been up to in the past one year that she had been away from home.

The player should not be engrossed in the idea of beating Gone Home, but rather studying and enjoying the story. The pieces are quite difficult to connect for the player and he must take his time to find every obscure document that is strewn about the house before he can understand what happened in the play. The game does little effort in leading the player around the mansion, thus making the narrative quite free. Although this element makes the game quite difficult to comprehend for the players, it is the every aspect of the game that makes it interesting as the player goes through episodes of ambiguity and simultaneous discovery. Besides, the player is left to his own curiosity and confusion, which prompts him to engage his intellect and share in Katie’s perspective through imagination. The pacing of the game was quite great, especially considering that the actions of the player could not be controlled at any one given time. Besides, the creators did fine in matching the tone of the narrative with that of the game so that they can derive both the emotion and reaction form the player congruously.

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One Response to Gone Home

  1. tanuvein says:

    I agree that the main focus of Gone Home is on the narrative and how it plays with genre convention. Mechanically, it is less experimental than Dear Esther or The Stanley Parable, as it’s not functionally different from a plethora of other first person adventure games, such as Amnesia, or the Myst, Dark Fall and Tex Murphy series of games. Even in terms of identity, as an investigator in a foreign environment obstructed by puzzles, you serve the same functional purpose. Yet what makes it interesting is how aware of those conventions the game is, and not just in the breaking-the-fourth-wall antics we see in The Stanley Parable. I think inclusions of key scenes such as the bathroom one, to which I had the same reaction, does a lot to challenge what we expect from our characters and how, sometimes, we can be far too blood thirsty in those expectations.


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