It’s
1995 and you are 21 year old Kaitlin Greenbriar.
You return home from a trip abroad on one dark and stormy night only
to discover the house deserted. Where are your parents? Or your
sister, Sam? Gone Home is something of an interactive mystery house.
Entirely at your own pace you can explore, find clues and figure out
what happened.
So far, so intriguing.
When I first entered the house it reminded me a lot of Shenmue, which
may seem like an odd comparison. But one of the first things you can
do in Shenmue is walk about your own house, opening drawers and
cupboards and rifle through people’s personal possessions. And
that’s what you’ll be doing throughout Gone Home. You’ll be
walking through this house, poking about, searching every drawer and
examining all sorts of (mostly mundane) items. Like a toilet roll!
Why? Because maybe there’s a clue in the roll! (Tip – there’s
not!)
I actually really
enjoyed this aspect, although I’m not sure I was supposed to spend
so long making piles of assorted junk in the entrance hall. Of
course, this exploration and examination is more than just cosmetic.
Certain items you find will trigger ‘journal’ messages from your
sister. As you progress and find more of these recordings you’ll
piece together exactly what happened. And this is really the main
story of Gone Home – what happened to Sam.
But there are other
stories in this mystery house, full of secret passages and hidden
rooms. By reading various notes and letters throughout (as well as
discovering particular items) you’ll gain an insight into the lives
of Kaitlin’s parents and their relationship with Sam. There’s
also a little side plot about the previous owner of the house. This
is something Gone Home does pretty well – building these narratives
through your own exploration.
So far, so good. The
game looks nice and builds a good atmosphere with some great lighting
and sound. The attention to detail is also great and as someone who
was a teenager back in 1995, I loved a lot of the details. It does
feel (mostly) like a real place where people live. Although alone in
the house you come to feel that Sam is your companion, guiding you
through from one clue to the next. Her VA is fantastic and adds a lot
to the game.
So where does Gone Home
go wrong? Well, although the freedom Gone Home grants the player is
great, it can result in you stumbling across something that might
break the flow of the narrative. About 20 minutes in I found a
‘secret’ area and realising I probably wasn’t supposed to go
there yet, I backed out. Which was lucky, because if I had followed
it through I’d have ended the game barely as it was getting
started. Which would be a shame, because exploring the house, opening
up new areas and finding each successive journal entry is extremely
enjoyable and rewarding.
My other concern is
that the side narratives are rather undercooked and don’t really
lead anywhere. I was expecting a little more from them. This, sadly,
is also a problem with the main story and my primary issue. There was
a point about an hour and twenty minutes into Gone Home where it felt
like things were really getting interesting. I was enjoying it a lot,
far more, I must admit, than I was expecting. And then it just ended,
incredibly abruptly.
Oh. I don’t want to
get too much into the story stuff because I really don’t want to
spoil it for people. All I can say is that the ‘ending’ just fell
totally flat for me. I just sat there and thought ‘is that it?’
It’s not such a case of expecting some grand, dramatic finale or
anything like that. It simply feels like the story took a great leap.
As if we’d jumped from the middle of the tale to the very end. It
wasn’t very satisfying and left me feeling like I’d missed out on
a lot of stuff.
Only I hadn’t. I had
all the journal entries so I certainly hadn’t rushed anything. But
the ending of Gone Home did feel rushed. I was getting swept along
with the story and then suddenly it wraps up in the space of a couple
of minutes leaving me feeling rather deflated. It felt like there was
a lot more story to these characters, especially the parents and
their involvement.
Overall though, I liked
Gone Home. Like The Stanley Parable, it’s something I’ll
probably spend a few days debating internally whether it’s a
‘proper’ game or not before remembering that I don’t really
give a f**k. It’s an experience, one I enjoyed and ultimately
that’s all that really matters. Like Stanley, I’d recommend it to
those who want to try something a little different. It’s neat, but
it does feel a lot like eating half of a delicious meal before the
plate is suddenly snatched away.
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