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In order to progress in the game, the player must find certain objects that unlock access to other parts of the house. Gone Homethrows a harsh light on it’s post-release criticism, the people bellyaching at it proves the game’s point. And I think this makes it not only a horror game, but art. It shows how we’re quicker to believe our own fears than we are the good.

It’s not a horror game in the sense that there are no monsters chasing you, you can’t die, it’s not focused on being scary– but it does put you all alone on a dark and stormy night in a big empty mansion. It's not genre fiction, so it's not horror in the traditional sense, but it uses the trappings of a horror story to set up a mood and expectation that I thought paid off well. GenreAdventure, explorationModeSingle-playerGone Home is a first-person exploration video game developed and published by The Fullbright Company. Gone Home was first released for Microsoft Windows, OS X, and Linux computers in August 2013, followed by console releases for the PlayStation 4 and Xbox One in January 2016, the Nintendo Switch in September 2018, and iOS in December 2018. As a straight male player, much of the interpersonal struggles of being a queer teenage girl weren’t lost on me, per se. However, I clearly could only do my best to empathize with certain struggles I would never fully sympathize with for sheer lack of experience.
[Game Theory] The Real Horror Story in Gone Home
The purposeful tension and the unease that the house embodies, including the references to haunted mansion tropes. The constraints and silence of experiencing a queer lived experience second-hand. The awkwardness of snooping around and invading the privacy of everyone in your home. The atmosphere is intentionnally creepy , it made me nervous, not knowing if a monster waits for me in the next room. I ended up paying more attention to the atmosphere than the story, which IS the game. This game has no physical feedback besides your hands pushing buttons on a keyboard/mouse so you don't lose any of the experience besides actually controlling the character.

Now that's out of the way, a brief introduction. Padraig has been writing about film online since 2012, when a friend asked if he'd like to contribute the occasional review or feature to their site. A part-time hobby soon blossomed into a career when he discovered he really loved writing about movies, TV and video games; he even had a little bit of talent for it. He's super modern too, so his favorite movies include Jaws, Die Hard, The Thing, Ghostbusters and Batman. Gone Home may have a rich atmosphere but does it qualify as a horror game? Horror titles that take place from a first-person perspective have risen in popularity in recent years.
The decade in review
Gone Home was released for the Nintendo Switch on 6 September 2018 through support of publisher Annapurna Interactive. The Switch version includes licensed Super Nintendo Entertainment System game cartridge artwork on in-game objects, replacing fictional cartridges used in other versions, as part of the game's collaboration with Nintendo. Sam's final journal entry to Katie explains that she packed up her things and took her car to find Lonnie, hoping to start a new life with her outside of Oregon. But she promises that she will one day see her again. That was why it was so praised when it released on Steam.

Whether there was a greater reconciliation is never revealed, and even having played the game’s commentary mode, little about Terrence and Oscar’s relationship comes up. Walking through the abandoned house is like walking through a museum – the whole game is structured like an archive. On Twitter, archeogamer Florence Smith Nicholls describes Gone Home as a queer archive by drawing from the work of Kennedy and Melissa Kagen’s work on archival adventuring. During this Covid-19 crisis, videogame sales have skyrocketed. Confined to our homes, games are more meaningful than ever, and certain games, like Ring Fit Adventure, sold out in no time.
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The game's setup is simple; a girl named Katie returns to visit her family in their new home after a long trip away, only to find it empty. Katie has to walk around the eeriely deserted house during a rainy, stormy night and piece together clues, while her sister Sam narrates various notes and diary pages. It’s hard to say whether Inside is a horror game or not. It is disturbing in muted, understated ways, with some of the most stunning and bizarre imagery I’ve seen in a video game. You might jump in fright, or shiver at the realization of what you’re doing, but the game isn’t really out to scare you.
Gone Homedid what a horror game should do, it took the every day and made it eerie and chilling. Who hasn’t had the experience of coming home to a dark house and wondering, if only for a second, what if there really are things in the dark out to get me? What if I was wrong about reality this whole time? And as you’re wondering that, you run across Ouija boards, and a family member’s attempts to find a ghost. One of the most talked-about games of the 2010s is Gone Home, which was first released in 2013.
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Robinson has been one of the 2022 NFL season's best stories, especially when you factor in how well he's played recently. The rookie has gone over 100 yards from scrimmage in three straight contests. The Giants are a middle-of-the-pack matchup, but this is one of the few games on this slate that should avoid the elements. The result is one of the highest projected point totals of the week at 48.5.

No one told me this was a horror video game. Gone Home was not the first walking simulator; the genre, if we can call it that, dates back to the 1980s. But the term itself, “walking simulator,” was revitalized around 2012 thanks to The Chinese Room’s Dear Esther. Both games, which arrived close together, have since sold more than 750,000 copies each.
But it was Gone Home’s cultural success, more so than its commercial victories, that helped catalyze what I like to think of as the decade of the walking simulator. SSSQ is a weekly look at underappreciated fantasy players to consider starting and potential busts you should leave on your bench. We also identify breakout candidates to stash on your roster and players you can safely cut.

The two bonded over Street Fighter, punk rock, grunge and the burgeoning riot grrrl movement, and after sneaking off to a concert, the two became romantically involved. After various incidents at school, Sam's parents found out about her relationship, forbade Sam to close her bedroom door while Lonnie was over, and went into denial that their daughter is a lesbian. As Lonnie was set to eventually ship out to begin her service, Sam was left distraught.
They'd tense up around each corner and after opening each door, just waiting on the scare. This is the kind of horror I love, where the fear gets turned on it head. The house really isn’t haunted and the questioning leads to love the characters thought impossible. They said that there was a creepy environment in the game. I've seen gameplay of it so that I could see if it was worth buying but it was extremely unimpressive.
Close to the ending of the game, this clue suggests that Terrence is still suffering, but committed to saving himself. Walking and exploring these rich virtual worlds is particularly important during this lockdown, as Kagen also described in The Guardian. It allows us to experience new environments in a challenging time. Whether we move through the indoor spaces of Gone Home or The Stanley Parable, or lush environments like Journey, games dazzle. Beyond typical walking sims, gamers can turn to the Old West in Red Dead Redemption 2 or the vast landscapes in Breath of Wild. I spend my lockdown in the realistic New York simulation that is Spiderman, as well as different towns build by my friends in Animal Crossing.
Once inside the room you can unlock the door from the inside. Go back towards the stairs, there is the bedroom of your parents. In the closet you will find the secret passage. When you reach the furnace, turn left 90-degrees, then head right around the corner and go into the door on the right to find a safe.
It’s easy to look past old games like Gone Home nowadays because there are 50 million more just like it that are better, more diverse, more artistic, and so on. However, those games may not have had the platform or proof of concept to be greenlit if it weren’t for this trailblazer. The stories being told are becoming more inclusive, more thoughtful, and more creative. As the technological barriers for entry continue to diminish, the medium is opening up exponentially. You actually need to get to the room behind the door using a secret passage in the basement, which will already be opened.
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