So, this is probably the part I relate to the least.
My parents are super conservative (which my name, Abraham, should readily give away), and I'm also a cross-dresser. Now, I won't say I have it nearly as bad as gay/bi/trans, but it definitely took a while for me to come clean with my parents, but in the end I knew that they'd love me no matter what. And they've accepted me. I'm happier now than I've ever been, and the thought of running away has never crossed my mind.
Not that it makes a bad story, mind, but just occurs to me to be something that I'd never do. Ergo, it's harder for me to enjoy the game than for certain others. I'm really glad that it means so much to people like you, though!
I went in after hearing so many people gush over how amazing the story was. Within about 10-20 minutes I pretty much knew how the story was going to play out, and was just going through the motions for the rest of my ~3 hours. The exploration interface was well-designed, but I was hoping the story was going to go the horror route, whether paranormal or criminal. In the end it just felt like a lot of examining every tiny detail with very little payoff. And the main storyline ended up being the least interesting part. The mom and dad's histories were more interesting, though they still didn't really seem to come to any satisfying conclusions.
In short, I kept waiting for some horrific twist, but it never happened. The unfortunate side-effect of a game that can't be properly described without spoiling it.
I went in after hearing so many people gush over how amazing the story was. Within about 10-20 minutes I pretty much knew how the story was going to play out, and was just going through the motions for the rest of my ~3 hours. The exploration interface was well-designed, but I was hoping the story was going to go the horror route, whether paranormal or criminal. In the end it just felt like a lot of examining every tiny detail with very little payoff. And the main storyline ended up being the least interesting part. The mom and dad's histories were more interesting, though they still didn't really seem to come to any satisfying conclusions.
In short, I kept waiting for some horrific twist, but it never happened. The unfortunate side-effect of a game that can't be properly described without spoiling it.
No, not really. I appreciated the intense attention to detail in a small chunk of real estate (reminded me a lot of Shenmue), and the story was very original as far as games go, but I need some kind of risk/reward and/or some kind of puzzle-solving or strategy-finding and/or reflex-testing to keep me engaged.
When I try to evaluate it like a typical game, I don't find it really does anything exceptionally well in terms of visuals, gameplay, etc.
But playing through this game in the middle of the night in one sitting is an utterly unforgettable experience that put me on a rollercoaster of emotions and nostalgia. I will never forget the day I played Gone Home.
Growing up in the late 80s/early 90s definitely is a factor for me, there was so many incredible things in the house that I had completely forgotten about since my childhood. I also thought the way the family's story was told through the combination of diary entries and observational clues was clever and engaging.
In short - yes, this is one of my favourite games of the past few years.
It was a one of a kind experience. Don't think I'll play anything like it ever again. I thought it was amazing, puzzling together what transpired was incredible.
Oop, forgot to specify the personal chords. I'm bi, trans, and grew up in an overtly religious environment, so a great deal of Sam's story rung true with me. That isn't something I can say often with a game.
Oop, forgot to specify the personal chords. I'm bi, trans, and grew up in an overtly religious environment, so a great deal of Sam's story rung true with me. That isn't something I can say often with a game.
The story felt genuine to me - I have many gay/bi friends but it's interesting to see the perspective of someone who has actually lived with the fear and judgment that comes with that.
I liked it. Enjoyed the atmosphere, all the nods to 90's pop culture. The VHS recordings of X-Files were a nice touch. I went in blind and loved the story, even if it as fairly cliche.
I had most the story beats called long in advance. The tension leading up to going into the attic and what you might find in there was well done even if it worked well because it leans on a unfortunate trope in LGBT stories. The side stories involving the family were also very good, maybe made more enjoyable because you had to work to piece them together yourself.
All that said, I completed everything in about an hour plus 45 minutes and for $20 that felt a little light. I'm not one to quibble over length and pricing normally but any reasonable person would agree two hours is a very short game this day and age. $20 is asking a lot for a two hour story, a good story no doubt, but also one that doesn't lend itself to much replayability.
Edit:
Someone asked about her reasons for stealing stuff and leaving the home. I do remember in one of Sam's monologues she came out to her parents, the mother cried and rolled out the old "You haven't met the right boy" excuse and the father never said anything. So the folks weren't particularly supportive, it makes understanding her choice to run easier.
Loved the story, I didn't enjoy the gameplay as much. I felt this disconnect with the incredibly touching story and the creepy, going through my mom's sock drawers gameplay.
Good game none-the-less, but I think the gameplay itself could have been adjusted in a way to make more contextual sense with the tail they wanted to tell.
I went in knowing nothing at all about the game. Bought it during the Steam sale. I was blown away. I thought it was incredibly well done and deserving of praise. One of my favorite games of the year.
The story felt genuine to me - I have many gay/bi friends but it's interesting to see the perspective of someone who has actually lived with the fear and judgment that comes with that.
I can only speak for myself, but it definitely spoke truly to a lot of the despair and triumph intrinsic to being queer in a place that doesn't accept it.
Nah. I didn't think the story was anything special, actually pretty predictable. Didn't really feel like a game to me, just walking around picking up notes. I would almost describe it as... Audio Logs, The Game.
Gone Home isn't nearly as clever it wants you to think it is.
To copy a post i made on another forum:
My criticism of Gone Home's relative 'cleverness' wasn't about how easy the main plot was to predict. Though one can argue that the devs did set the game up as a mystery which many people (myself included) interpret as a challenge to solve before the actual plot reveals all. People approach it with this mindset becuase that half the fun of mysteries. But I digress.
The part that the devs want you to think is clever is the way the story is told. After all it could 'only be done in a video game', as anyone with a gaming blog, Twiter, or podcast has been saying since it released. In this they are correct. Individual bits of information lie all around the house, some of which trigger audio logs. By themselves they mean nothing. Put together they tell a story (actually they tell several stories, but let's focus on Sam's for now). How is this any differnt from scanning Chozo Lore in Metroid Prime or listening to various accounts of the fall if Rapture in Bioshock? Indeed, how is it superior to the snippets of recalled memory in To The Moon? Or (to bring this game up again for umpteenth time) studying the recovered Old *Mute logs in Hate Plus? Or all of Dear Esther?
The answer is, obviously, that it's not. It's a storytelling device unique to the medium to be sure, and one preferable to cut-scenes. The devs and fans of Gone Home will have you believe that this story telling method is the future of gaming and that Gone Home is the shinning example of this fact. But it's not. There is nothing revolutionary about it. There isn't even anything evolutionary about it. This doesn't mean its bad, or that a game has to be 'revolutionary' in order to 'count'. Gone Home is an enjoyably serviceable take on this method. It's just offers nothing new to said method. Ergo, not as clever as it wants you to think it is.
But let's talk Sam's plot for a sec:
Gone Home is about a lot of things, but at its heart it's a love story about two girls, Sam and Lonnie. And it's true, you don't often see this kind of story in video games, especially told with this level of honesty and maturity (even if the girls in question frequently display bouts of immaturity. Indeed that actually helps the matter). I find myself torn by this, as I suspect if Lonnie had been Luis or Levon, and the homophobia replaced with racism and everything else kept exactly the same this game would not be as popular as it is. LBGQT issues are very much in the public consciousness right now and video games have never really tackled them beyond the occasional mention that X character is gay or random blue alien sex. So I raise my wine glass to the Fullbright Company for having the stones to tackle the topic.
But at the same time: is that all it takes? Want your game hailed as masterpiece without pushing its genre forward or even just being a damn excellent example of said genre? Put some lesbians in it! As I've established there is nothing special about how Gone Home plays or tells its story. So the key to its success must be the content of said story. Is the industry so starved for queer stories that any will do? Would Gone Home be up for multiple GOTY awards had the central struggle it coveys been about racism instead of homophobia?
I don't know. And the fact that I dont know gives me pause.
Oop, forgot to specify the personal chords. I'm bi, trans, and grew up in an overtly religious environment, so a great deal of Sam's story rung true with me. That isn't something I can say often with a game.
I liked how they handled the substory where you find out the dad was molested by his uncle when he was young and he's been struggling to come to terms with it.
I liked how they handled the substory where you find out the dad was molested by his uncle when he was young and he's been struggling to come to terms with it.
One element of the substory I really liked since I know someone in real life who has gone through the same shi*. The dad was quite an interesting side character.
My problem with that is in comparison to other side-plots like
the father's failed book writing career
or the
SPOOKY GHOST UNCLE
felt more fleshed out and realistically woven into the plot, whereas
Sam's discovery she's lesbian and her parents subsequent discovery
felt really glossed over, like the writers were trying to avoid offending anyone.
Having a character come to grips with their sexuality doesn't mean you're damning it, but especially given they're a teenager Sam just felt to almost instantly accept she was gay and moved on instantly, which I don't really buy given how socially anxious and awkward everything else seemed to be about her from what you discover. So then you figure the parents finding out will have led to something interesting, but while them simply dismissing Sam's coming out as 'a fad' is realistic, having them immediately afterwards go on a marriage retreat and effectively leave the plot also felt... Weird. You find the books early on about dealing with teenagers and other tons of hints her parents are having major issues connecting with Sam, so them just leaving after she comes out to them, whether they accept it or not didn't gel with what had been set up beforehand. Again, felt like Fullbright didn't want to potentially offend people, this time with characters more brazenly homophobic.
Like I said earlier though, I feel the way the game TELLS you all this is really effective and I quite like the game overall, even if I feel its progressive elements aren't as strong as a lot of reviewers made them out to be.
My problem with that is in comparison to other side-plots like
the father's failed book writing career
or the
SPOOKY GHOST UNCLE
felt more fleshed out and realistically woven into the plot, whereas
Sam's discovery she's lesbian and her parents subsequent discovery
felt really glossed over, like the writers were trying to avoid offending anyone.
Having a character come to grips with their sexuality doesn't mean you're damning it, but especially given they're a teenager Sam just felt to almost instantly accept she was gay and moved on instantly, which I don't really buy given how socially anxious and awkward everything else seemed to be about her from what you discover. So then you figure the parents finding out will have led to something interesting, but while them simply dismissing Sam's coming out as 'a fad' is realistic, having them immediately afterwards go on a marriage retreat and effectively leave the plot also felt... Weird. You find the books early on about dealing with teenagers and other tons of hints her parents are having major issues connecting with Sam, so them just leaving after she comes out to them, whether they accept it or not didn't gel with what had been set up beforehand. Again, felt like Fullbright didn't want to potentially offend people, this time with characters more brazenly homophobic.
Like I said earlier though, I feel the way the game TELLS you all this is really effective and I quite like the game overall, even if I feel its progressive elements aren't as strong as a lot of reviewers made them out to be.
Sounds like me, honestly. If you discover that you are gay you don't panic, but you maybe say "Hey, I guess I'm gay!". And of course her family denies it since they are, as I already said, very conservative and they want her to be just like them. Bad parents.
I guess when it comes down to it, I echo your sentiments. I feel like if the game didn't approach this specific social issue with its story, it would have been largely overlooked and/or forgotten.
It was ok, but not worth full price. The game is better conceptually than in practice because the writing isn't particularity good. The game is little more than a novelty at present, maybe someone will take the concept and put a better written story and characters into it and do it justice.
Sounds like me, honestly. If you discover that you are gay you don't panic, but you maybe say "Hey, I guess I'm gay!". And of course her family denies it since they are, as I already said, very conservative and they want her to be just like them. Bad parents.
Oh totally, but especially given the '95 context (didn't Fullbright say they chose this year since they felt it was the last year before the internet made everything far more hyper connected?) you'd expect Sam to have way less of a potential support network somebody coming out nowadays would.
Oh totally, but especially given the '95 context (didn't Fullbright say they chose this year since they felt it was the last year before the internet made everything far more hyper connected?) you'd expect Sam to have way less of a potential support network somebody coming out nowadays would.
Maybe that was her friends work, I don't know.
Lonnie probably helped her get comfortable with herself like my first ex-friend did.
By just telling her that it's okay.
I thought it was great, but definitely not life changing or anything. The hype train got out in front of it and elevated it to heights that expectations couldn't match for some people.
I really enjoyed its length, more and more games throw in a bunch of padding, seemingly to check a box of some sort. Short games aren't bad.
Within about 10-20 minutes I pretty much knew how the story was going to play out, and was just going through the motions for the rest of my ~3 hours. The exploration interface was well-designed, but I was hoping the story was going to go the horror route, whether paranormal or criminal.
In short, I kept waiting for some horrific twist, but it never happened. The unfortunate side-effect of a game that can't be properly described without spoiling it.
So, you completely already knew how the game's story was going to play out, yet you assumed a zombie or a ghost or some crap was going to pop out and murder you?
To me that would be an indication that you did not in fact know how the game was going to play out.
i loved it. it was beautifully designed. lots of really bold and elegant choices that came out of the resources available. gone home doesn't try to be more than what it is, and i can really appreciate it for that.
regarding the story elements, i think there was at least one person in there to relate to. sam's struggle isn't really about
being gay and finding acceptance more than it is about her finding out who she is.
there's a lot of dealing about acceptance and what that means from person to person. it's something i could relate to more than a story about the bonding between a man and his surrogate daughter (or something). i could see myself more in these characters.
Nostalgia paired with an emotionally charged story made it very memorable to me. The detail that the devs put into each object also added to the realism and sense of immersion for me. Great game with great pacing. I loved it!
Actually, I thought it was clever that the way they told the story was interesting even with the audiolog format. The journal entries exist diegetically, but the way they are presented to us in a non-diegetic way. Presumably you could play the game without audio logs and you might still be able to piece together what happened between Sam and Lonnie, but if not, basically all the audiolog entries still exist in the attic (i.e. the last item you interact with that ends the game) to fill you in. You are still getting the general idea of their relationship even just through the artifacts you interact with (e.g. their back-and-forth notes, etc.), though I'm sure the audiolog recording/diary entry serve mostly as context for the artifacts.
Also regarding Sam's plot, I would argue that even if Fullbright didn't have LGBTQ characters as part of that plot, it would've been interesting to everyone nonetheless. I think there's something more elemental to the two of them that definitely transcends sexual orientation. You don't have to be a teenage lesbian girl to not relate to Sam. Sure, I might not have fully understood all the implications of that (except the obvious broad strokes) but there's definitely themes than anyone else can relate to, that people would have likely experienced in a relationship that mirrors the one Sam and Lonnie went through, especially during their teenage years, even removed from all the 90's nostalgia.
i loved it. it was beautifully designed. lots of really bold and elegant choices that came out of the resources available. gone home doesn't try to be more than what it is, and i can really appreciate it for that.
regarding the story elements, i think there was at least one person in there to relate to. sam's struggle isn't really about
being gay and finding acceptance more than it is about her finding out who she is.
there's a lot of dealing about acceptance and what that means from person to person. it's something i could relate to more than a story about the bonding between a man and his surrogate daughter (or something). i could see myself more in these characters.
I fell into the "not a fan" category. From a gameplay standpoint, I felt like it just retreads old the tried and true "pick up the pieces of the story" puzzle that you find in a lot of RPGs anymore. Stuff like the Randall Clark story in Fallout: NV is much stronger from a narrative perspective, and more emotionally satisfying, but thats just one example. Even games like Skyrim have little stories you discover from books and journals that are on par with what you get from Gone Home.
Before I move on, I have to admit that the atmosphere of the game is really good, even if it's a cheat of sorts because
scary ghost uncle is just a red herring
. All the 90s references, with the VHS tapes and SNES cartridges add depth and realism to the house, and the secondary stories are much stronger than the main narrative, as you are actually forced to connect the dots and not just listen to a voice over narration explain what's going on.
Which, brings me to my other problem with Gone Home,
which was the LGBT story at the center of the narrative, that never quite clicked with me. You can't just put lesbians into a teenage love story and expect magic. Lonnie is not a well defined character. I suppose you're seeing this all from Sam's perspective, but not enough goes into making her interesting or three dimensional, which is a problem because because Sam, as we find out, runs away with this girl after stealing everything in the house that isn't bolted down and running off in her parent's car. I don't see the point of that ending, Sam throws her budding writing career away to be her girlfriend who technically went AWOL. The beauty of young, naive love? The best thing that happens to them is Kaitlin getting home early and discovering this mess, and hopefully finding her sister before things really get out of hand. Maybe this is a sign that I'm getting old, I'm siding with the parents against the love stuck teens.
There's also no indication that her parents are especially religious, or abusive. They are just in denial and distant, so it's hard to see Sam's only option as running away forever. It seemed silly, and if the ending in any way suggested that this is a foolish venture of young love, i would have appreciated it more. But the way it ends, it feels like it's really on Sam and Lonnie's side.
As has been suggested on this very topic, reverse Lonnie's gender, have her be a rebellious teenage boy who gets into fights and seems to perhaps be a bad influence on Sam, and I tell me the story would have still been considered great. It only works because there is a certain buzz around LGBT relationships right now, the game gets a pass that I don't believe it deserved because of this.
I hope that didn't sound like a rant, I didn't mean for it to.
I enjoyed every second of it. I'm so glad I played it without reading the glowing reviews or the hatred for the premise and the vitriolic discussions that surrounded the game. I was able to enjoy the game without any expectations.
I'm a big fan. I loved stepping through each and every new door, wondering what I'd find on the other side. I'm a huge sucker for "explore this mysterious old house" stuff. Really dug all the 90s nostalgia, too.
I was interested to read that so many people disliked the "is there something supernatural happening" vibe, which was actually one of my favourite parts. I loved the way the game kept making me second-guess myself. You never actually see or hear anything that couldn't be easily explained, but you still find yourself questioning it. Really clever, I thought.
I didn't like Gone Home at first. I'm not an 80s kid, not really a fan of the first person adventure game genre but after 10 minutes this game had me hooked. Sam was a breathe of fresh air and I related to her story on a more human level then a literal one. I rarely get so absorbed by a game but Gone Home pulled it off. It was a bit pricey but I'd buy it again.
I was born in 1980 and was a 90-s teenager, so the nostalgia trip really hit home. I also felt the game was one of the very few games I've played with an actual meaningful and gripping story.
The main story and its theme was good but I wasn't terribly affected by it. But I LOVED the atmosphere and exploration and sense of place and time, and the little glimpses into the various characters' lives. That alone made it a great experience for me. Now that I think about it I'd like to break into somebody's house and go through their shit, it would be fun.
I think it's alright, I love the attention to detail and I enjoyed exploring the house. I didn't get quite attached to the characters, it feels like I'm too busy stitching together the background story of the characters and the game is a bit short, so the story didn't really do much for me. The horror elements were a bit distracting at first because I didn't know what direction it was going to go. In short it felt like I was playing a character with amnesia.
Were the parents not supportive? It's been a while, so I don't remember exactly. If so, that more makes me mad with the parents than happy for the sister. Like, what a downer ending if the best thing is stealing from your family and running away with someone who's going to be in trouble with the law/has other questionable traits.
As far as I remember the parent's were not in the know but were very conservative, so she feared their reaction anyway (which I can relate to because I have very conservative grandparents. who were the ones who raised me from the age of 15 until 17 and I feared that they would turn on me if they ever knew).
Reading back through the thread, and I have the answer! I remembered this aspect of the narration pretty well, and she was indeed outed to her parents. They took it exceptionally poorly, telling her it was a phase and banning her from being together with Lonnie with so much as a room door closed. Zero respect.
Yeah, I haven't outed myself wrt to being bi yet, but things already kinda exist in an uneasy state of being trans and the subject of dating being a potetial minefield. Who is to disappoint the conservative-leaning parents of a trans woman more: dating a boy, or a girl?