Gone Home is worth your time not only because of what it is, but what it represents.

User Rating: 7 | Gone Home PC

Gone Home is a unique work of art and game design that bravely pushes the medium to branch out further. It defies gaming conventions and shatters expectations as it delivers compelling insight into a relatively ordinary American family coping with various real life situations.

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Gone Home is set in 1995 in Oregon and you take over the role of Katie Greenbriar who returns to her family after a year spent traveling across Europe. The Greenbriars have recently moved into a new house in which Katie has yet to see. The game starts with Katie standing on the porch with her backpack right next to her. But there’s no one home. The only thing to do is head inside and try to find out where is everyone.

For the most part Katie is an empty vessel occupied by the player although there are some interesting tidbits that you’ll find out about her as you explore the house. The main narrative revolves around Katie’s younger teenage sister Sam who left a series of letters for Katie to find. While this is the main story structure, there are many other sources all around the house that will provide further insight not only about Sam, but also the two sisters’ parents Jan and Terry. There are actually little side stories about the whole family that I personally found even more compelling than the main narrative. However, the key thing here is that almost every little snippet of information paints an increasingly intimate picture about all the various relationships within the household and also outside of it. And as you find out more and more information, you will become more and more interested in the Greenbriars.

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When it comes to the actual game design, The Fullbright Company has taken a bold route in the complete opposite direction of what most players expect. Whereas most developers constantly try to expand their game worlds, Gone Home features an incredibly small yet extremely focused and believable world. A house. And it’s not even a particularly large house. Yet it conveys so much. So many little details that you should discover on your own.

However, there is still plenty of room to grow. Both on the design and storytelling fronts. However, it is impossible for me to delve into this any further without completely spoiling the entire story.

Gone Home is not a grand novel, it is a short story. A refreshing game about real people dealing with real everyday problems and situations. A new direction that confirms that this medium’s conventions are far from set in stone. Gone Home is worth your time not only because of what it is, but what it represents.