Gone Home is a game in the barest sense. No life meter, no combat, no puzzles, no stealth mechanics... It does only one thing, and it does it extremely well. As Katie Greenbriar, you return from a European vacation to your family's new home, discover the house is empty, find a cryptic letter from your sister on the front door, …
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Gone Home is a game in the barest sense. No life meter, no combat, no puzzles, no stealth mechanics... It does only one thing, and it does it extremely well. As Katie Greenbriar, you return from a European vacation to your family's new home, discover the house is empty, find a cryptic letter from your sister on the front door, and must nose around in every nook and cranny of the house to solve the mystery. Interaction is limited to opening doors and containers, examining objects, and reading notes; you aren't so much playing a game as watching a wonderfully credible, human story unfold, touching on a family back through the generations even if the focus holds tight on the vanished sister. While the writing itself is excellent, I was every bit as impressed with the depth of attention to detail that went into every room of the house. Decorated and cluttered with an array of era-appropriate necessities and knickknacks, there's a gripping sense of immersion here, in spite of the occasionally-lackluster graphics. A first-rate example of storytelling in games, and a touching piece of game art in its own right.
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