![]() You control Kaitlin, the elder daughter of a nuclear family household in rural, mid-'90s Oregon, who has just returned to the States after a long European trip. The Fullbright Company has debuted with a hunk of detailed, interactive fiction that unfolds so nimbly, players will feel like an adept indie-film director. But Gone Home's blurry line between passive story and interactive experience means everything. By plot alone, it might fizzle, and its “gameplay” technically amounts to squat. We're seeing more and more of this type of story-only “game”-last year's Dear Esther springs immediately to mind-yet Gone Home has already carved itself a special place in such a nascent genre. You do little more than wander slowly, pick up hand-written letters, and listen to audio diaries. The story is the star, not your ability to react quickly or solve puzzles. The term “video game” doesn't really fit well either, though, as its interactivity is very limited. You control it with a mouse and keyboard you walk through its world and uncover its plot and secrets. ![]() Other critics might add an extra thumbs-up, thanks to strong female characters and a careful look at the difficulties of growing up gay.īut Gone Home isn't a movie. The good moments would balance out some hackneyed bits, and the fine-but-not-great acting might be called out in a 3-out-of-5-star film review. It's a coming-of-age story about a young woman discovering love, with sub-plots about unhappy parents and hereditary depression that jump in time and intersect with each other rapidly, all contributing to a very art house cinematic feel. If the dialogue and script of Gone Home came in the form of a movie, the result might be received as a competent film festival entry. Game Details Developer: The Fullbright Company
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