Great concept, but horrible execution. As a gamer who prefers great story, atmosphere, and/or characters to gunplay, Gone Home caught my attention for precisely that: making gameplay as bare-bones as possible to make you focus on what was happening in the story instead of what was attacking you. The downside to this approach is the story must step up to the plate and be great to compensate for the lack of combat. And that is where Gone Home falls flat on its face.
It initially sets itself up as a kind of murder mystery, since you come to your house, alone, with no one there at all during a storm. The reason no one is there is just poor timing on the player character's part, so that mystery is a bit of a let down. Beneath that, there's uncovering the family dynamic and secrets that have been accumulating since you left. And, quite frankly, that's almost as boring as why everyone was gone. Finding the clues is exciting at first, but that's nothing but a sense of achievement speaking. The clues themselves paint a picture based on stereotypes we've all heard a dozen times before in books, TV, movies, and every other medium out there. One voice throughout tries to make it better by adding emotion to it all, but trying and doing can be two very different things.
Overall, very disappointed and very confused as to why this did so well critically.