![]() ![]() Why is no one home? How serious is the storm outside that seems to have taken the TV down? Where is Sam? What's up with mum and dad?Įverything is learned through poking about. One of Gone Home's most masterful moves is to allow you to share in this contemporaneous experience of known and unknown, safety and yet alienation. You've never been there before, and nor indeed has Katie. It's a home.īut it's a home that's simultaneously peculiar, unknown, and distant. It's not a spaceship or government headquarters or battle-strewn desert. But it's the mundanity that makes Gone Home so damned special. It's remarkable how little can be said of what this entails, despite its relative mundanity. From here on this is a game of simply exploring an unfamiliar house, filled with quite literally the familiar, piecing together the last year of your family's lives. She's appealing to you not to find out where she's gone, but promises she'll be home some day. ![]() The very first thing you see, in the first-person adventure, is a note from your younger sister, Sam, taped to the front door. ![]() Your family moved while you were away, to a surprisingly large mansion house, and you're going there for the first time. You're a 20 year old girl called Kaitlin, arriving to an unfamiliar family home after a year of travelling around Europe. If not, read on and I'll do my best to say as little as possible while relaying why it's so compelling. If this is enough to convince you to give it a go, then perfect. Gone Home is a wonderful game, and one that is fundamentally reliant on its being approached with a clean slate. And it will be more interesting to write about after everyone has played it. You will be more interested to read about Gone Home after you've played it. ![]()
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