Publicada: 22 Abril
Gone Home is what I personally believe to be the single best interactive story-rich game out there. This game holds a very dear spot in my heart, and I wish I could play it again with no knowledge of the story. However, as many have stated previously, Gone Home is certainly not for everyone. This is due to the lack of action or puzzle, the short surface-level story, and the false facade it carries throughout.
Before I start my points, I recommend off the bat that if you think this game is for you, buy it now and don't read this. I enjoyed this game so heavily because I did not know what to expect at all, and it kept me guessing in a very genius way. To maximize your experience with this game, one must go into it with no knowledge of the atmosphere, the setting, the moral, anything. Let the game confuse you and then help you realize. However, if you still wish to read on, even at the cost of greatly lessening your experience, so be it. I will also state that I will be giving no details away about the actual story, not even who you play as. This review will, however, spoil non-story related elements of the game, such as atmosphere and interactivity. This review is dedicated to explaining how and why Gone Home is a thematic miracle, and why so many disagree.
This game has no action, violence, puzzle, anything. Anyone looking for a game of this nature will find it a complete waste of money, as is evident by the multitude of reviews explaining this. This game is focused completely on storytelling and atmosphere, both of which it does beautifully. If one wishes to experience a completely story-based experience, this is the game. I became personally attached to the characters and genuinely curious about the story and backstory. I do not personally understand why so many people complain about the lack of action or interactivity. First, the interactivity is there, just in another form than is commonly seen in gaming. This game will make you examine every letter, every slip of paper, every interactive object in the game to deduce on your own what happened. Second, the developers clearly state that this is a story game, with no puzzles or action. This deduction aspect of the game is key, as it refutes the second common argument, the story is too short.
This is a frequent complaint. The basis here is that, on the surface, the game is indeed short. However, it is all the elements of the game that go beyond the main story that give this game its true story. One can rush the main storyline and be fed the answers and take nothing away from this game, or they can take the time to observe their surroundings and use deduction to go so much farther. This is where the game truly shines. Only a very, very small portion of the story is given to you, the rest is left scattered around this old house for you to piece together. And it truly is no small task. As I only have 3.5 hours in this game at the time of the review, I cannot claim to have finished this. There is so much story I do not know, and have not yet found. So many sticky notes on folders and misplaced business cards to view. So many small pieces to fit together to find out what truly happened to both this home, and the people, living and dead, who live there. This is the reason to play the game again, and again, and again.
Finally, the facade the game carries is another common complaint. Stop here, please, and just play the game. This element is a very major part of the game and what I will say will take away a large chunk of enjoyment from the game. No? Fine, up to you. This facade that I speak of is the facade of horror. Everything in this game makes you afraid and on edge. Every corner you turn, every dark room you enter, makes you think something will pop out with a loud noise. Nothing will. This game was scary, and tense. Yet the developers are serious when they say it is simply story. No jump scares here. Many people felt betrayed by this, expecting a horror game. In a way, this is valid. You do spend the entire game thinking you are playing horror, yet you aren't. This was genius, absolutely genius. This atmosphere of the supernatural is the way the developers play on your nature as a gamer. The mind runs free and starts creating and telling a story that isn't there. It also takes the boredom away that would occur walking around a virtual house for 3 hours. I myself jumped probably two feet in the air at a poorly timed strike of lightning. Do not go into this game expecting to be jump scared or run away from monsters, you won't.
In conclusion, this game will not scare you, make you fight, run, solve puzzles, do twisty parkour jumps, or win QuickTime events. It will however, make you feel and make you think. I recommend anyone who thinks it sounds interesting or is tempted to try it, to do so. This game is one of my all-time favorites, and one I will come back to for a long time.