It is an interesting choice for the music, keeping it very subtle,Īnd ending with the end of her dialogue in a way that feels like it’s simply passingīack over to you to make your own conclusions about what you’ve just heard. To represent different characters or Sam’s frame of mind in the scenario’s she When Sam’s journal entries are read out composed of soft keys and acoustic guitar The audio is very subdued, with small musical stings occurring Labels on things like toothpaste, or the packs of food in the kitchen, wereĪlso meticulously designed in-house and arranged in such a way that makes the The textures are quite flat looking in places, everything down to the product That is Sam’s bedroom, to the tiny little details like making sure that everyĮlectrical appliance in the game is actually plugged into a wall socket. Home’s realism comes from the fact that the house feels lived in, and the environmentsĪre dressed in such a way that feels like a home, from the chaotic teenage mess The sense of high detail models, or perfectly simulated lighting. The graphics for Gone Home are quite realistic, but not in Intention of Gone Home isn’t to beat it, but to immerse yourself in the environment. The game in less than a minute knowing this, however it’s clear that the You right from the start if you know where to go, and it’s possible to finish The way to the end of the game is actually open to Small threads that hint at the smaller side stories, or you can skip over all Despite this you have complete freedom to explore the environmentsĪt your own pace, you can pick up and read absolutely everything, and find Off, forcing you to explore in a set order to find keys or other routes to the other Has greater implications once you piece together the events of the story.Īs you explore the house you will find areas of it locked Problem, or an otherwise unassuming bottle of hair dye in the bathroom which Whisky in their father’s office implying that he was harbouring a drinking Information can be gleaned from where items are placed, like a hidden bottle of While the vast majority of things are merely set dressing, a lot of context and You can pick up a huge variety of things that have beenĭotted around the house and spin them around to examine them in greater detail. Through the house using standard first-person controls and interact with items byĬlicking on them. Mechanically Gone Home is a very simple game – You walk That feel entirely grounded, well researched, and implemented. Majorly spoiling the plot, it does hit on some very raw and grounded emotional situations Out what has happened to her family in the time that she has been gone. This breadcrumb trail of smallĬlues, and the events that unfold, will take Katie all over the house to find Journal are read aloud, detailing her thoughts and feelings in a much deeperĪnd personal way than the notes that you find. Hanging around with a girl at school called Lottie and becomes embroiled in theįeminist punk music scene that occurred in that part of the USA in and aroundĪs you find significant items and notes, excepts from Sam’s Protagonist is Sam, as the story beats you uncover as you explore the houseįocus primarily on her, and a major change that happened in her when she begins Despite the fact you control Katie throughout this game, the true With his writing career, and their mother feeling the marriage is starting toįall apart. Year things have not exactly been going smoothly at home, with their father struggling On here in the year that Katie’s been away. Little environmental clues that start to fill in the gaps of what’s been going Mysteriously empty, with no sign of her parents, or of her younger sister, Sam.Īs you begin to explore the house you start finding notes left by Sam, and Her as she reaches the front door of her home. The past year or so she has been travelling in Europe, and we take control of Greenbriar, a young woman who has just returned to her family home in Oregon. Gone Home is set in 1995, and has you take the role of Katie
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