June 7th, 1995. 1:15 AM You arrive home after a year abroad. You expect your family to greet you, but the house is empty. Something's not right. Where is everyone? And what's happened here? Unravel the mystery for yourself in Gone Home, a story exploration game from The Fullbright Company.
Análises de usuários: Ligeiramente positivas (10,798 análises)
Data de lançamento: 15/ago/2013

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Recomendado por curadores

"Approach neither from the position of hype or hatred for maximum effect. Well-observed storytelling in a highly atmospheric and unconventional setting."
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Análises

“Gone Home is the greatest video game love story ever told.”
The New York Times

“I never expected to see myself — or such a strong reflection of myself and my own life — in a video game.”
10/10 – Polygon

“Epic, personal and revelatory.”
5/5 – Giant Bomb

Commentary Mode now available!

Your copy of Gone Home now includes Developer Commentary Mode! More than an hour and a half of audio commentary from the developers of the game. Find it in the Modifiers menu when starting a new game! Enjoy!!

Sobre este jogo

June 7th, 1995. 1:15 AM

You arrive home after a year abroad. You expect your family to greet you, but the house is empty. Something's not right. Where is everyone? And what's happened here? Unravel the mystery for yourself in Gone Home, a story exploration game from The Fullbright Company.

Gone Home is an interactive exploration simulator. Interrogate every detail of a seemingly normal house to discover the story of the people who live there. Open any drawer and door. Pick up objects and examine them to discover clues. Uncover the events of one family's lives by investigating what they've left behind.

Go Home Again.

Key Features


  • A Personal Story: created by veterans of the BioShock series and the writer behind Minerva's Den, Gone Home offers the rich, nuanced details of one family's struggles to deal with uncertainty, heartache, and change.

  • An Immersive Place: return to the 1990s by visiting a home where every detail has been carefully recreated, and the sounds of a rainstorm outside wrap you in the experience.

  • No Combat, No Puzzles: Gone Home is a nonviolent and puzzle-free experience, inviting you to play at your own pace without getting attacked, stuck, or frustrated. This house wants you to explore it.

  • Fully Interactive Investigation: discover what's happened to the Greenbriars by examining a house full of the family's personal possessions, and the notes and letters they've left behind. Use your powers of observation to piece together a story that unfolds as you explore.

Requisitos de sistema

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • WindowsXP SP2 or higher
    • 1.80GHz Processor
    • 2GB Memory
    • Video card with 512MB of VRAM
    • (NOTE: Intel HD Graphic 4000 NOT CURRENTLY SUPPORTED on Windows 8)
    • 2GB HDD space
    Minimum:
    • OS X v10.7 Lion or higher
    • 1.80GHz Processor
    • 2GB Memory
    • Video card with 512MB of VRAM
    • 2GB HDD space
    • glibc 2.11 or newer
    • 1.80GHz Processor
    • 2GB Memory
    • Video card with 512MB of VRAM
    • 2GB HDD space
Análises úteis de usuários
17 de 20 pessoas (85%) acharam esta análise útil
2.0 hrs registradas
Publicada: 29 de outubro de 2014
Infelizmente é um jogo bem curto, apenas 2h de jogo.

Mas vale cada minuto dessas 2h, a história, ambientação e música são fantasticas. Gone Home é um jogo bem parado, apenas explorando uma casa atrás de respostas, sem puzzles, sem ação frenética, quase um simulador da vida "como ela é", um pequeno mistério que esconde um final lindo e emocionante.

Além da história, o que mais chama atenção é a trilha sonora do jogo que é espetacular.

Eu até acho o valor do jogo meio alto dado ao tempo de "gameplay", mas vale pela história em si.
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4 de 4 pessoas (100%) acharam esta análise útil
4.1 hrs registradas
Publicada: 31 de janeiro
MUITOS
SENTIMENTOS

Não é um jogo, mas a história é bem bacana e substitui aquele filme que você assistiria na tarde de domingo.
Edit: Não compre full-price a não ser que você não se preocupe em pagar 40 pilas em uma experiência de aproximadamente duas horas.
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5 de 7 pessoas (71%) acharam esta análise útil
3.1 hrs registradas
Publicada: 28 de dezembro de 2014
Não sou daqueles que compra um jogo só pra ir contra as análises que dizem que não vale a grana, pois já me dei mal várias vezes, e tampouco sou daqeles que ''testa o pirata'' quando se trata de um jogo indie (e curto ainda por cima), não quero pagar de moralista mas eu não acho justo falar mal ou julgar algo que não tem o seu dinheiro ali, então contrariando tudo, comprei Gone Home, já esperava algo em torno de 2 horas e meia ou 3 horas, comprei em busca de um bom ambiente e uma boa história...bom, pelo menos tive um bom ambiente e por isso meu voto é positivo, porém algumas coisas me aborreceram nesse jogo. É complicado estabelecer pontos positivos e negativos em algo tão curto (1 hora e meia de gameplay) e simples, então tentarei analisar as duas partes como um todo.

Pros:

O game nos traz a uma realidade corriqueira, algo simples como voltar cansado de uma viagem, ansioso pra ver os pais, porém ao entrar na casa o jogador se depara com ''algo errado'', ou seja, não tem ninguém em casa, apenas um aviso grudado na porta e nada mais, nossa personagem (é uma garota) assim como nós não faz a mínima idéia do que raios está acontecendo, e é a partir da entrada que começamos nossa busca por alguém vivo ou alguma pista sobre o que está ocorrendo, Então que seja, os gráficos desse jogo são muito agradáveis, a ambientação, a exploração, voce se sente realmente voltando pra casa numa madrugada chuvosa, a casa é muito ''viva'', você escuta os rangidos de madeira velha (ounão), a chuva caindo lá fora, pode abrir gavetas, revirar almofadas, pegar revistas, pode colocar a casa de pernas pro ar se quiser, em certos pontos acontecimentos serão narrados de acordo com o papel\anotação que você encontra.
Alguns momentos de suspense também tornam o jogo um pouco tenso se você gosta de jogar sozinho no escuro e com fones de ouvido, não há puzzles ou coisas do tipo, aqui é necessário valorizar seu senso de explorador e curiosidade. Os momentos ''tensos'' do game são bem mais valorizados caso você jogue no escuro e com fones no máximo, o game não tem ''jumpscares'' ou nenhum demônio pra correr atrás de você pelos corredores do game, mas a sensação de estar sendo observado, a chuva e os trovões dão aquela sensação de ''tem algo errado, eu sei que tem'', afinal, a casa é enorme e antiga, o assoalho vai ranger, as portas vão fazer barulhos, a ambientação do game é nota 10, sem sombra de dúvida.


Contras:

A história não é aquilo tudo que você pensa e pode ser bem frustrante ficar com cara de bobo pensando ''só isso?'', por exemplo, o jogo valoriza cada ambiente que você vai, ou seja, todo lugar tem as características proprias (um quarto tem fotos, roupas jogadas, armários, revistas, tudo o que teria no seu quarto real), mas é tudo muito bem feito e arquitetado e sinceramente pra quem for exigente em termos de história vai achar um disperdício. Talvez eu concorde com o que disseram, que Gone Home é uma história adolescente vendida para um publico adulto (sim, a história não envolve nada chocante, a não ser que você seja moralmente ultra conservador ou algum religioso fervoroso que não concorde com certas coisas), mas pra quem já tem a mente mais aberta é tipo ''tá...e daí?'', eu concordo que certas pessoas podem até se sentir emocionadas com o desfecho, mas sinceramente eu não fiquei nem um pouco, e olha que eu venho de jogos como The Walking Dead que me fez roer as unhas de desespero e suar pelos olhos então busquei ao máximo explorar tudo o que consegui, me custando pelo menos 1 hora a mais do que o planejado pra zerar o jogo.


É difícil analisar Gone Home simplesmente por ser um game curto baseado em uma história misteriosa que se resolve no final, exigindo apenas um pouco de lógica do jogador. Colocando em miúdos, lidar com a mudança em algum ponto na vida é sempre algo difícil para algumas pessoas (principalmente adolescentes), alguns se fecham, outros escrevem, alguns até mesmo choram pensando como seria diferente se a vida ''fosse mais boazinha comigo'', mas existe uma fina linha dividindo a desistência da vontade de se arriscar, e isso Gone Home ao menos deixa bem claro, arrisque-se, pare de se dar por vencido e pelo menos tente modificar algum acontecimento que não lhe agrada.
Quanto ao jogo em si, Valeu o preço que paguei? Não. Foi Interessante? Sem dúvida. Então jogue por sua conta e risco, de resto só posso dizer, curta muito o ambiente, apague as luzes e vasculhe a casa...pois a experiência é única.
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7 de 11 pessoas (64%) acharam esta análise útil
2.5 hrs registradas
Publicada: 3 de fevereiro
Gone Home: imersivo e bem escrito, porém com um resultado final decepcionante.

Gone Home não é um jogo ruim. Na verdade, é apenas um conceito certo desenvolvido no jogo errado. Um título que constrói uma ambientação perfeita, porém incompatível com sua própria narração. Não entendeu nada, né? Eu explico.

Assumimos o papel da personagem Katie, que se depara com sua casa vazia após retornar de uma longa viagem. Na porta, um aviso da irmã pede que Katie não revire a casa em busca de pistas do porquê a família não está lá. Sob uma forte tempestade em plena madrugada, seguimos em frente num ambiente que tem tudo pra guardar uma história terrível envolvendo alguma tragédia ou algo bem mais obscuro. Nada disso.

As primeiras pistas já matam o mistério e durante os próximos 120 minutos que o separam do final do jogo, a narração apenas segue seu curso decepcionantemente previsível. A exploração da casa vazia é envolvente e imersiva, à medida que reviramos objetos, cartas e pertences que contam a história da família que mora(va) ali. Porém, nada fora do comum ou que chegue perto de valer o suspense da ambientação (e nem o preço do jogo).

Ao menos, dá pra destacar um trabalho audiovisual impressionante, que recria os anos 90 em tom nostálgico: de cartuchos de video game a fitas cassetes de música punk. A atenção aos detalhes é notável e os gráficos são muito bonitos. A jogabilidade, porém, é a mesma que você encontraria em qualquer jogo de exploração.

Resumindo: se você se identificar com o grande "mistério" do jogo, é provável que acabe gostando das curtas 2 horas que você passará em Gone Home. Se não, uma grande decepção te aguarda. Mas ei, pelo menos o jogo é curto.

5.5/10.
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1 de 1 pessoas (100%) acharam esta análise útil
2.8 hrs registradas
Publicada: 22 de março
Uma obra que usa o fato de ser um jogo como uma ferramenta de narrativa para contar uma história. Gosto de ver como o mundo dos joguinhos pode proporcionar experiências como essa!
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2 de 4 pessoas (50%) acharam esta análise útil
2.2 hrs registradas
Publicada: 9 de novembro de 2014
Uma bela história! É um jogo de exploração, não espere puzzles ou desafios complexos. Apenas explore bastante e se permita imergir na história.
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1 de 2 pessoas (50%) acharam esta análise útil
13.1 hrs registradas
Publicada: 13 de fevereiro
Simplesmente Compre!!!!!!!!! Já rejoguei esse jogo não sei quantas vezes... Simplesmente uma das melhores narrativas de qualquer tipo de midia , nunca ví algo assim...
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479 de 702 pessoas (68%) acharam esta análise útil
2 pessoas acharam esta análise engraçada
3.5 hrs registradas
Publicada: 31 de outubro de 2014
An interesting exercise in environmental storytelling. Gone Home is a first-person exploration game taking place inside a single abandoned house filled with the memorabialia of its former inhabitants . You pick up objects and examine them for clues as to how to proceed. You'll read through lots of notes, scrapbooks, and other pieces of written material, which will serve as clues/puzzle pieces as well as convey details about the story. Picking up certain objects or entering certain rooms will trigger a voiceover which also explains the story to you. The interface is similar to the Amnesia and Penumbra games, in that you'll use the mouse to pick up and rotate objects, as well as close or open doors, closets, and drawers as you rummage through the house. It's well put together but by the time you get to the end of it you'll really feel like you've wasted your time. The story doesn't develop much, and since you're uncovering snippets of information about something which has happened in the past, there isn't a lot of impact here. You as the player don't have a role in the story - you're a passive observer and there is nothing for you to actually *do* besides trying to figure out what happened.

This game has received a lot of attention, both positive and negative, and a lot has been written about it. At this point it seems like most people are playing it just so that they can feel like they have an informed opinion about it. If you're one of those people who needs to know what "Gone Home" is all about, then sure, go ahead and play it since it's relatively short anyway. For everyone else; don't waste your time. It doesn't work as a game and as a work of art it's shallow and feels insincere.
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343 de 518 pessoas (66%) acharam esta análise útil
2 pessoas acharam esta análise engraçada
3.2 hrs registradas
Publicada: 28 de outubro de 2014
I'm a bit lost as to what to say about this. Surely, some people might enjoy this interactive museum, but I cannot help but feel like it could never ever be wirth 20 bucks. My recommendation could have been different had the price been as well.
To make it clear - this is a story that can certainly resonate with certain people, however the price makes it not worth too try and find out whether you are one of those people or not.

This is a poor man's Penumbra; the game has 2 primary ways of conveying the plot (for what it's worth - more on that later) - audial diaries and various letters spread about in the house. A diary entry plays in the background each time the player finds the next plot clue, and is then added to the player's library/journal, from where they can play the recording again or read the transcript. Other than that, the house is full of various letters and cards, which can be read if so desired. The content will provide for 2 hours of play time, if explored fully.

The aforementioned house is, by the way, the only location in this game. It's not very large, but has enough dark corners to make the player revisit some rooms; mostly, however, all the clues are pretty straightforward and won't require any particular pixel-hunting.
The environments not very interactive, as the most a player can do is move several small objects (which represent no plot value most of the time) around. With the exclusion of a few exceptions, all interactivity boils down to opening doors, reading letters sticked on surfaces, and turning the lights on. The amount of objects that had any relevant information on them that required examining in 3D can be counted in single digits; for the record - there is an option in this game to rotate some objects in all 3 axis.

The plot mainly consists of one main storyline about a girl (main character's sister). There is also a branch going into the stories of the rest of the family - the writer father, the mother and her colleague ♥♥♥♥, and finally her mysterious brother the pharmacist. There is not much to be gathered all in all, but these branches do provide for a nice distraction from an otherwise monotonous story.
It is hard to comment on the main story itself without going into spoilers (there are not much to be made however). It cannot brag with clever twists or an ability to create a strong emotional bond, even though there were a few unexpected moments. The ending is particularly dissatisfying - it does not solve any problems raised during the game and just reaches an easy deus-ex-machina conclusion, if such strong terms can even be applied in such case.
Speaking of the social commentary side of the plot, there is not much to be either. There is only 1, perhaps two moments where some societal problems are pointed out. That is fair enough - but no further commentary has been made on these topics. Even the reaction of the characters isn't described with more than 2 paragraphs of text.

The graphics are relatively stylised, yet it can still be often seen how poor they are. This game is in many ways comparable to Dear Esther, and the latter has done a much better job at visuals.

It's also worth noting that the game is quite glitchy. I got stck at one point because, despite having a key to the next stage, so to say, I wasn't able to open an appropriate door. I tried restarting the game, only to see the "New Game" button - my save file didn't like my hard drive, apparently. Having turned to the forums, this seemed to have been a pretty widespread issue.
Furthermore, objects sometimes would glitch when picked up, and not be displayed.
Gladly in Gone Home it is easy to reach a previously achieved point in the plot, so even after losing my save file I wasn't set back too far.

All in all, I must say that even thuogh I wasn't bored to the point of quitting the game halfway in, yet that is only due to my having nothing to do at the time. Your time is much better spent playing other games, including indie ones - it is very easy to find a better way to spend your time. If you are interested in such an interactive museum type of game, I suggest you try Dear Esther, which had managed the implementation of it much better. Finally, there is always Bastion with its narration - though that would require more actual gameplay.
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288 de 445 pessoas (65%) acharam esta análise útil
1 pessoa achou esta análise engraçada
1.3 hrs registradas
Publicada: 9 de novembro de 2014
It's a lot of money for a story that isn't that great. for the first half of the game every room is a little story point, and for the second half every room is a very predictable conclusion to that little story point. don't bother with it unless you are really into cliches... or it's a really good sale.
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313 de 488 pessoas (64%) acharam esta análise útil
1 pessoa achou esta análise engraçada
3.0 hrs registradas
Publicada: 2 de novembro de 2014
If you scrutinize enough there won't be much trouble finding pretty much everything in the game (except I never found out what one dark room was supposed to be about). But the lighting is still painfully awful (yes, even as the sole challenging element of the game), and I won't say that the story is universally immersive or for that matter great (the voice acting was pretty good though). The story is actually pretty bad. The game is really short, in fact there should be a tag for super-short (just kidding lol). What I want to say is that even though I got it for 50% off, I still don't think it was worth the bucks. Goes to show that maybe digging what the critics say all the time may not be such a good idea after all.
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145 de 225 pessoas (64%) acharam esta análise útil
1 pessoa achou esta análise engraçada
1.9 hrs registradas
Publicada: 2 de novembro de 2014
I bought this during the Halloween sale for $9.99 and I gotta say... I kind of wish I hadn't.

I got 111 minutes playtime out of it, and that was with exploring everything and leaving absolutely no stone unturned. The game was okay, the eerie atmosphere was okay, the story was okay... But overall left me feeling disappointed. The scariest moment I had whilst playing happened when the lightbulb in the room I was sitting in blew itself out of the fixture in my ceiling (in other words, this game is not scary in the slightest, the wiring in my house however...).

It had some good ideas, but just felt a bit lackluster :(
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115 de 179 pessoas (64%) acharam esta análise útil
1 pessoa achou esta análise engraçada
1.9 hrs registradas
Publicada: 6 de janeiro
Gone Home is not a game for everyone. There’s no combat, no action, no cutscenes, no stats, no leveling up, and no heroics. It’s a short experience, and those who are looking at a strict dollars to hours ratio will find Gone Home one of the worst monetary investments available on the market (especially at its original retail price). That said, Gone Home is intimately unique and compelling game for those who are drawn to a story mechanic which is tragically underrepresented in video games -- the human experience.

In Gone Home, you play a young 20-something woman who has come back from travelling Europe on a late flight home in the 1990s. Gameplay starts just outside the home, where you find the house seemingly vacant with some hints that something may be wrong. The rest is up to you to figure out by exploring the house and investigating what happened and where everybody is. Primarily, you are following the story of your younger sister, but your parents and the old tenant of the home also form a bit of a side story -- should you choose to piece it together.

Occasionally you will pick up an item which will trigger a small journal entry from your sister, but outside of that, the entire story is really yours to unfold via inference. Gone Home draws no connections for you, but rather lets you connect the dots yourself as your travel from room to room and pick up items or just observe the detailed environment around you. You could choose not to do this and beeline to the end of the game, but fleshing out the world in which you and your family live is the primary satisfaction of Gone Home.

It certainly helps that the setting is expertly realized. Gone Home takes place in the 1990’s, ostensibly to help explain the plethora of hand-written notes strewn about the house which help with unravelling the mystery of the house. But the entire home is crafted with obvious obsession to detail -- you’ll find lots of references to 1990s pop culture and fashion, and those living in the Pacific NW will find a lot of familiar names and places which are central to its Oregon setting. Occasionally it does feel like Gone Home is almost pandering its setting a little too much to those who will appreciate the references, but for the most part I found it well done.

The second brilliant part of Gone Home is hard to talk about without ruining the narrative a little (so if you are serious about playing this game and have not done so, maybe skip this paragraph). Gone Home takes place at night, during a thunderstorm, in an old house with a mysterious (perhaps supernatural) history. It’s not an inherently scary game, but it’s undeniably spooky at times. The catch is that Gone Home makes its presentation at face value -- it lets the player craft the story into something more than it really is based on the expectations of it being a video game. Gone Home plays on these expectations in some genius ways, and at the end of the game leaves the player with a refreshing narrative not about saving the world or killing the bad guy, but about an experience that each and every player can relate to in some way that is meaningful and personal.

If you’re the type of player looking for bang-for-buck, or something more action-oriented, Gone Home was never going to be your game and that’s fine. But everyone else should consider this a must-play, if nothing else because it is a wonderful and refreshing diversion from the norm.
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108 de 172 pessoas (63%) acharam esta análise útil
1 pessoa achou esta análise engraçada
5.6 hrs registradas
Publicada: 14 de novembro de 2014
Before I begin, I'd like to remind everyone this game is twenty dollars.

I beat this "game" in 90 minutes. Does that sound like it's worth the price? Gone Home has been sitting on my hard rive for more than a year, and today I learn why.

I'll start with what I liked, since the experience was more like a template to fill something much larger and far more intriguing. The set design was good, as were the object locations. Strange that I should comment about that, but everything makes sense as to where you find it.

On that note, they do a fantastic job of making this house a home. You really understand people live here and their little quirks and habits are present everywhere. The argument between mother and daughter on the cork board was a nice touch.

The sound design is also very well done for the atmospheric touch and constantly had me listening to every little bump and creak in as I made my through the house.

I can tell this is a character-driven drama and one that takes the writer's heart and soul, so I'd heavily recommend the writer adapt this to a screenplay or short story. A short film would be a much better use of a subject matter that clearly means so much to the designers.

Thus it pains to have to say what I'm about to say.

This is worth ten dollars, and that's strecthing it. There's NO payoff at the end. The whole time the story is building to something, but the overwhelming majority of all the interesting bits turn out to be mostly red herrings. If I may compare this to Alone in the Dark: the New Nightmare for a second. In that game, there were books worth of story detailing the history of the island, the Morton family, the Abkanis culture and religion, Carnby himself, and even the corrupt Bureau 713. Little of it was actually necessary, but to gain a full understanding and context for the events of the story, you needed to read all of it. In Gone Home, all but one of the characters are dropped, and everyone else had equally interesting stories. The biggest letdown comes about an hour in after you've been expecting a turn to some type of survival horror or even suspense. Instead, I'll give you a nice spoiler I noticed as soon as I started: there is no "run" key.

I'd probably understand who was who better if I had more frequent exposure to character's faces. Instead, I have to fumble with names, and I'm terrible with names alone.

As you traverse the house in a fashion similar to Castlevania but far more contrived (it's called "padding" ladies and gents) you'll notice the art style actually changes. Later, you'll stumble upon half-eaten potato chip bags with fresh-lock clips. The clips look like they're from a different game altogether with a notable drop in textures and model detail. One thing that threw me on characters was how portraits and photos supposedly showed the people, but each time it was like a different artist rendition. When you first start the game, go to the left side of the stairs and look at the family portrait. Notice how the girls appear to be in a completely different style from the father?

I spent most of my "investigation" wrestling with god-forsaken controls. I ended up spinning several times and getting hung up on doors. Navigating becomes a pain when you need to worry about boxes, which are EVERYWHERE. The game flat out tells you when you need to use certain commands in a given room, almost remosing the need for player input. In order to sift through the multitude of ultimately meaningless documents, post cards and notes, you need to select them on the tables or in the drawers. The "crosshairs" to do this are so specific, you WILL need to hold the little four-pixel dot in the center of your screen over absolutely everything just to make sure you don't miss anything. The "Scooby-Doo Effect" cherished by classic horror fans that told you something was usable is absent, which means opening a drawer does not make it obvious if something is in there you can use or read. You have to 1 be close enough, and 2 carefully move your pointer over every single scrap of paper in the jumbled mess of things in the drawer.

That's another thing. When you open a door, cabinet, or drawer, you, the character, can actually block the door from opening all the way, creating the illlusion of a jammed door when all you really need to do is step to the side. And here I thought Slender: the Arrival's click-dragging doors was annoying.

There are no puzzles, minimal characters, about a half-dozen dropped side stories, controls that basically fight you with with a combination of OCD and ADHD, and an ending you see coming a mile away. This game is not worth the price tag and I'm happy I got it on sale last year.
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80 de 127 pessoas (63%) acharam esta análise útil
1 pessoa achou esta análise engraçada
2.7 hrs registradas
Publicada: 3 de novembro de 2014
Saw the trailer while it was in development and got pretty excited for it. I finally got a chance to purchase it and went into it knowing that it would be a short, but hopefully entertaining, ride.

Unfortunatly by the end of the game I felt pretty disappointed all around. The atmosphere was probably the most interesting point of the game, sadly it was not used to it's full potential. Story was a bit cliché and there was virtually no interesting gameplay.
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124 de 205 pessoas (60%) acharam esta análise útil
1 pessoa achou esta análise engraçada
1.4 hrs registradas
Publicada: 3 de novembro de 2014
Got this game as part of a bundle, finally decided to dedicate some time to sit down and play it. I thought it was going to be some sort of mystery/puzzle game, which I suppose was partly true. Though the mystery of "Where is everyone?" is never actually solved. You venture through the house, find a few trinkets, which leads to more trinkets, then in a bit over an hour or so, the game is over. No story climax really to speak of, it just ends after you pick up yet another trinket. Quite disappointing, to be honest.
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79 de 128 pessoas (62%) acharam esta análise útil
1 pessoa achou esta análise engraçada
1.9 hrs registradas
Publicada: 2 de novembro de 2014
Interesting idea but too passive and story has no payoff. Pretends to be tense and dark at the start but ends up disappointing. Gameplay is not existent except walking from room to room and listening to the story which was not great (although started off seeming that it would be). I should have listened to the other reviewers, glad I only spent 10 dollars. I found it not nearly as good as Ethan Carter. 5/10.
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42 de 63 pessoas (67%) acharam esta análise útil
0.9 hrs registradas
Publicada: 5 de novembro de 2014
As many have said, the game is only about an hour long. It isn't a game, more of an interactive story, which isn't a bad thing. I found that as I progressed through the story, it built up tension very well. I wasn't entirely sure of the next thing that would happen, and the story was portraied in a very light hearted manner.

Is it a good story overall? Yes I think so, Would I recommend it to a friend? Unfortunatly, No. I feel as if there could have been more development and exposition related to the family members. However, the story it does tell is very well written and interesting, and also touches on a taboo subject, especially during the time it is set.
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92 de 152 pessoas (61%) acharam esta análise útil
1 pessoa achou esta análise engraçada
1.6 hrs registradas
Publicada: 12 de novembro de 2014
I am so bitter about getting suckered into buying this non-game thanks to glowing early "reviews". 20 bucks for a one hour clickfest with an uninteresting story and zero gameplay. Don't let the reviews or spooky looking screenshots fool you, there is nothing of value here.
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48 de 76 pessoas (63%) acharam esta análise útil
1 pessoa achou esta análise engraçada
1.3 hrs registradas
Publicada: 15 de novembro de 2014
i felt i was playing a different game to the one everyone was raving about. this game was a HUGE let down. i completed it in under 2 hours. the story is awful. the voice acting was embarrassingly cliched. the environment isn't very interactive and close to boring. the story made me very annoyed as there was no mystery, horror surprise elements. if the reviewers out there had been more clear on the content (it's a game for confused teenagers, not adults) then I would never have bought it.
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