It's like if you were able to explore Bioshock Infinite's floating city Columbia without having to worry about shooting dudes in the head.Īll of these small details help make the house in the game feel like a home They may be drastically different thematically, but Gone Home almost feels like a Bioshock game with all of the violence and traditional video game challenges stripped away. You play as a silent character from a first-person perspective, and your interaction with other people largely comes from audio clues. Gaynor previously served as the lead designer on "Minerva's Den," an add-on story campaign for Bioshock 2 that shares a few similarities with Gone Home. Your mind fills in the gaps better than we could." In a video game, I think that on some level it's much easier to connect with a character that you never see face to face the voice and their presence in the world is that much stronger for you never actually having to be in the same room with them. "But in the end it just wasn't right for the game. "At one point we discussed, and even prototyped, having another character show up as a surprise," says Steve Gaynor, from developer The Fullbright Company. And not just as one-dimensional characters - the struggling author, the troubled high school student - but as real people. "Your mind fills in the gaps better than we could."Īt no point do you actually see these people, yet over the course of the game you really feel like you know them. Naturally, all this does is make you even more curious. There's a note taped to the entrance from Sam, your younger sister, urging you not to go looking for her. Your family moved into a big new home while you were gone, but when you arrive at the front door both your parents and sister are missing. ![]() Gone Home puts you in the role of a young American college student who has just returned from a year-long European adventure. But in practice it's a stunningly emotional story told almost exclusively through the environment. On paper, it's just about the dullest-sounding game imaginable. You'll analyze journals and scan receipts, slowly piecing together events over the course of a few hours. ![]() The entirety of Gone Home involves searching a sprawling, empty home in order to find out what happened to its residents. Gone Home is a game that takes these voyeuristic tendencies and turns them into a game mechanic. When I'm alone in someone else's home, I really can't help myself: I peek in the fridge, take a look in the medicine cabinet, and if I'm feeling particularly brave maybe I'll even root around in a drawer or two.
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