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Assumption correct, it's probably what many regards as the "one" clever jump scare, since it's effectivly something that is only fueled by your own pre-ception of what a big empty house during a storm will lead to.
I didn't noticed the cross on my first playtrough, did after resuming to see if I missed something on the subplots, jump in my seat for the first proper time after being a nervous wreck for the most of the game, the house is just creepy in general.
Oh something perverted did happen, which I'd rather not write much about due to the heavy subject matter.
But if wondering what the balls I'm talking about, try and uncover more about Oscar and Terry.
It's memorable in the way that it's so normal. They did a great job distracting us with the eerie side story, but the writer wants the conflicts of Sam to the bread and butter of the narrative, and it worked out rather well. Many people will find her story relatable. It's the human aspect of the story that's supposed to stand out, not the ghosts.
I appreciate the plot, the risks they took, the gameplay, all of it. Top notch. I just wish it had, honestly, some supernatural touches, or something. I *wanted* this going into the game--it is what made me first interested many weeks ago. I would have adored watching Sam and Lorie's ghost hunt grow weirder and weirder until it gets just downright unexplainable, even if it is just a subplot. As is, it doesn't go far.
It was the correct decision, in my opinion. The sub-plots about Oscar and the general atmosphere of the house created a sense of foreboding. It was more of a figurative plot device though, because the literal sense of anxiety stemmed from the character fearing for her sister's safety.
It does make you wonder though about whether other developers will draw inspiration from this game. Perhaps we'll see more first person haunted house games at some point down the road as a result :)
While I don't fully agree with it, I get where people are coming from with the bait and switch. Look, whether it is so throw us off or keep us interesred, there ARE things in the game deliberately there to keep us, in some way, spooked. I don't just mean it being a dark empty house. Tons of cracks and creeks--some downright LOUD--lights go out when looking at crucifixes, there was an whole ghost-contact room set up!! They put these in here, I didn't just walk in "expecting" scary, (though I sort of did want it). So for them to ultimately go no where with it, even if it doesn't serve their main plot, does feel a bit....maybe like lost potential?
Strange noises and light flickering. It can be quite spooky.
"The second hook is more problematic. Although Gone Home is really about piecing together the personal lives of your family members - especially Sam's - it frames itself as a spooky mystery on a dark and stormy night, and employs a few cheesy devices to keep the tension high. The thunder crashes outside and ominous music broods as you pick up dark hints about the building you're in; it was inherited from a strange great-uncle and is called "the psycho house" by Sam's schoolmates. Perhaps it hides a secret? Well, it does, but it's not really the secret the game's atmosphere is selling."
I didn't go in expecting ghosts or hauntings--the game set that for me, beyond just the setting. Then they didn't deliver. That's all I'm saying. And i quite like what is there instead; it's just...not what I feel like I was being sold.