Gone Home is a game that, to be honest, I don’t think I can really review. The main appeal of it is bound to be discovering the story for yourself, and there’s very little gameplay as such wrapped around that story. However, that in itself is interesting enough that I think it’s worth looking into.
I’ve heard Gone Home described as interactive fiction, but really I don’t think it’s even that. To me, interactive fiction offers players (or readers: I’m not sure anyone’s ever sorted out the terminology for this) an opportunity to influence the story for themselves. In Gone Home, the story is set in stone–it’s already happened–and you’re just piecing it together. Put like that this all sounds kind of negative, but in practice the game is really quite effective. Linear stories, free from having to take into account every possible sequence of actions the player might perform, tend to be the strongest, and Gone Home‘s story is a strong one indeed. The actual process of unravelling it is also hugely satisfying. You’re free to pick up and examine virtually any object–which in itself is a rare feature of a game–and even the ones that don’t contribute directly to the story can shine an interesting light on the characters. Continue reading