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Just played. This review is on point.
The problem here is that it's incredibly difficult to discern when a gust is about to blow. You frequently find yourself halfway through a jump, only for the blizzard to suddenly blow you backward to your death. Eventually, you find a slightly more readable pattern to the timing of the gusts, but discovery generally occurs as the blizzard itself stops, only to start up again later in the same level.
Perhaps consider writing this in the first person, you fucking scrub lol. It was like, so easy to predict that my friend and I were blown off once or twice in the early levels and never again after that.
I agree that this game might be not so good for one player though.
@seanmp5 Yes! It is just at the beginning of the secret passageway that begins upstairs from your room. It is a small piece of paper (yellowish from memory) on the ground as you walk in.
@pcmembers @supermajic Absolutely, we'll end up going in circles. I do understand your point of view though and i'm not invalidating it. I think it's good that people have these arguments and criticise reviews. If all reviews were to be the way I think they should be, a lot of people would be uninterested and same goes for how you think about reviews. You have to find a balance, and naturally, some people will always be alienated.
"you are judging it for what it isn't"
I guess what I'm saying, is that by definition a car requires a component that moves is (the engine), a game has no standard definition and there is no one component that all games share. There is no 'engine' equivalent in games. Multiplayer support is available in some games but it is not a requirement of a game. A game, in my opinion, is not "missing" multiplayer support, because games do not require multiplayer support to be a game.
The objective of a car (in a general sense) is to move from point A-B effortlessly. So the engine shall be judged.
The objective of Gone Home is to provide a personal, intimate, immersive experience. So multiplayer support is irrelevant. In my opinion, a multiplayer experience of Gone Home is more likely to take away from the game's potency.
Likewise, a text adventure's objective might be to provide an experience where one can simply imagine the non literal aspects of a game. If it is brilliantly written and achieves everything it aims for and satisfies the reviewer, does its lack of graphics really matter?
@pcmembers @supermajic All these things: graphic, audio , multi-player support , gameplay are totally arbitrary indicators of the overall value of a game. Why would multi-player support matter in a highly personal experience? Why do Crysis/BF4 quality graphics matter when you can feel immersed in a consistent and detailed environment?
How 'good' a game is is totally subjective. It is a matter of opinion. Just because something has amazing graphics, audio, gameplay, is creative etc doesn't mean everyone will like it. There is no right method to determine how 'good' a game is.
Anyway how do you judge how 'good' graphics are? By how closely they resemble real life? What about a cel-shaded game? Does that not have good graphics? Should the score be lessened because the graphics are stylised? Even graphics are just a matter of opinion anyway.
There is no such explicit purpose of websites like this as you mention - that might be an effect but it is not necessarily the purpose of a review.
To people refusing to acknowledge this as a 'game'. I challenge you to attempt to come up with a definition of a 'game' that describes everything you readily accept as a game and also disqualifies experiences like Gone Home.
Anyway I enjoyed the game. My knee-jerk reaction upon seeing the score and the reviewer was the same as a lot of people here but then I actually read the review and it seems mostly justified.I'd give it an 8 myself. The game may not be as ambitious as the bigger titles of the year but it achieves what it sets out to do almost flawlessly and provides a highly original experience. Games rarely explore the more banal aspects of life, which are often far more relevant to our lives than the same themes games tend to explore over and over again, far removed from the majority of us. If you manage to lose yourself in the game you can feel fleeting moments of understanding of the lives of others who've had the same experiences as those in the game.
The narrative is unremarkable and it is supposed to be. If you have empathy and drop your pretensions about what the game 'should be like' you can find a a rich, tangible world that you can really connect with.
I give this review shamelesslinkbaittopromoteabadredesign/10.
Use your keyboard!
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