Review RossBonaime 5/5 · Apr 11, 2026
When I first heard about Gone Home years ago, I knew I had to play it immediately. I rarely played games on my computer (I still rarely do), and since I have a Mac, the options are usually fairly limited anyway. Yet I downloaded Gone Home and just figured that my Mac was too slow for the fairly basic game. …
When I first heard about Gone Home years ago, I knew I had to play it immediately. I rarely played games on my computer (I still rarely do), and since I have a Mac, the options are usually fairly limited anyway. Yet I downloaded Gone Home and just figured that my Mac was too slow for the fairly basic game. I didn't know I needed to adjust my settings, and just played it in the stuttering format that made the game take twice as long. And yet, I didn't care. I didn't dare mess with anything, worried that I would lose my game, but also, I was so caught up in the story that I didn't mind the technical issues I was having. For any other game, I would've been extremely frustrated, but with Gone Home, I was so focused on The Fullbright Company's game that nothing else mattered. I still consider this far-too-long playthrough of Gone Home in one burst on my Mac in the middle of the night to be one of my favorite gaming experiences ever.
Because of that great experience, I was always worried about replaying Gone Home. Would it have the same impact on me with a second playthrough as I had that first time? Could this walking simulator that tries to make you constantly reconsider what this game actually is have any narrative power when gone through a second time? Thankfully, Gone Home remains a powerful, beautiful, and ingeniously-told story even after all these years and knowing where it's going.
Firstly, I love the bait-and-switch that this game presents very early on. From the cover that evokes a horror title (and even looks quite a bit like the Goosebumps book, "Welcome to Dead House") to the mysterious story where you explore an empty house, Gone Home clearly wants you to think that there are horrors hidden within the walls of this house. Yet as you find the journals of your sister, Sam, you start to question how horrifying this story might actually be. And still, it gives you enough moments where you think this could take yet another shift down into horror. Even worse, near the end, it implants the idea that this could be a heartbreaking tragedy that would be even more difficult to deal with. Gone Home is tremendous at playing with the player's preconceived notions and telling a lovely, moving story while playing with the conventions of a horror adventure game.
But what I've come to truly love about Gone Home is how it utilizes environmental storytelling throughout to tell a story of an entire family over the course of close to a century, when all is said and done. This isn't just a story about your sister who is finding herself and falling in love; it's a story about your father, who is struggling to be a writer, and the abuses he faced when he was younger. It's also the story of your mother, who doesn't know what to do in this marriage that is seemingly falling apart, with a husband who seems listless, as she contemplates finding affection from another. It's also the story of the uncle who once owned this house, who was seen as a "psycho" by the neighborhood, what happened to him, and how he fits into all of this. But what truly impresses me about Gone Home is how it tells this grand, complicated story with compassion and care, not just because we're hearing this story only through notes and small details left behind, but because this is all done in a story that takes about two hours to beat. You're getting a rich narrative that most games 50 times its length can't provide.
These are the types of games that really stick with me. I don't care about how long a game is or how much money it costs to make. I care that a great story was told to me using this medium that draws you in in a way that few other pieces of art can. I love it when a game like this comes out that's short and sweet and only made by a few people, and it has a major impact on what games can be. I grew up on point-and-click adventure games, and this feels like a natural progression of that, with a heart and soul to it that was never in the games I played as a kid. After all these years, I'm so glad I finally replayed Gone Home and was able to pore over all the game's details and hidden secrets, and it still remains not just one of my favorite gaming experiences, it might be one of my favorite games I've ever played.