![]() ![]() Set in the mid ‘90s, before cell phones and e-mail kept electronic records of lives, Gone Home has plenty of references to wax nostalgic over, like Street Fighter II, Kurt Cobain, and cassette tapes. The Fullbright Company clearly spent a lot of time crafting the setting trophies are propped on a mantle, papers clutter tables, and family portraits hang in the halls. That’s the initial pull of Gone Home, but as you delve into the house, you find much more than that. Obviously, Katie missed parts of her sister’s life while she was away and the only way to find out what happened is to search the house for answers. Within, Sam begs Katie not to worry and says she doesn’t want anyone trying to find out where she’s gone. You control Katie, a woman returning home from a year abroad only to find her family’s house deserted and a note from Sam, her younger sister. It tests whether curiosity surrounding real-life issues is enough to drive an entire game, and is a great example of what video games as a medium can do with storytelling and what games can be. Gone Home is The Fullbright Company’s ambitious attempt to let objects tell a story without action-packed gameplay or heavy-handed cutscenes. ![]() Bedrooms are a portal into our personalities: old receipts reveal our interests, books showcase our passions, and the hidden things often mark our fears. Have you ever walked into someone’s house and got a sense of who they are? The objects we leave are remnants of the lives we lead, and they say more about us than we realize.
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