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.
User reviews: Mostly Positive (10,899 reviews)
Release Date: Aug 15, 2013

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Recommended By Curators

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

Reviews

“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!!

About This Game

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.

System Requirements

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
Helpful customer reviews
163 of 272 people (60%) found this review helpful
1 person found this review funny
1.9 hrs on record
Posted: January 6
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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69 of 111 people (62%) found this review helpful
2 people found this review funny
1.6 hrs on record
Posted: January 15
Oh boy, where do I start with this game? How about that it was an astronomically huge bait and switch? The beginning of this game was interesting, had a great atomosphere, and kept me invested enough to want to solve this "games" so-called mystery. Then the development team decide to do a complete 180 at the end of the game and throw everything straight out the window. The ending didn't even come close to paying off, plain and simple.

So back in the year 2013 this game was getting an incredible amount of praise from various video game review sites, which was my inital reason for playing it and even knowing it existed. After having played it though, I found out how overhyped this game truly was. It didn't come close to what some of these critics were claiming it was. They acted as if it was something truly revolutionary and worthy of game of the year. It is by no means worthy of such a prestigious title. It's actually an insult to the gaming industry for it to even be considered for game of the year.

The only thing you do in this so-called "game" is walk throughout house finding clues/specific items which when interacted with will then trigger voice recording from your "missing" sister. The voice recordings will give you a very small backstory on your sisters mindset and they will also give you a hint as to where you can find the next clue/item. This is what the entire game consists of and it became repetitious rather quickly. It got so repetitious to the point where the game became a choir to complete.

Okay, now let me give you a brief premise of story before I talk about the bait and switch I mentioned earlier. You play as Kaitlin Greenbriar who returns home to find her parents house empty. Her mom, dad, and sister are no where to be found. YOU and only YOU must find out what happened to her family.

Now that we're all caught up let's talk about the games completely uninteresting ending. Obvious SPOILERS ahead. So it turns out Kaitlin's mom and dad happen to be on a camping trip while she decides to return home. So it's just a case of she's at the wrong place, at the wrong time. She probably should of called first before returning home unannounced, am I right?. Now what happened to her adorable little sister you may be wondering - Well, let's dive right into it. The entire reason her sister is no where to be found is because she decided to run away while your parents were on their camping trip due to a homosexual relationship in which they didn't approve of. Yes, she ran away with her girlfriend and decided to drop out of high school to live happily ever after in La La Land . What a great life descision.

Now this is what I believe is the entire reason this game got any recognition from the critics whatsoever. It got the recognition because it tackles a controversial subject like homosexuality. Now I support equality to the fullest, that's not the problem here. The problem is the first half of this game hinted at paranormal themes and seemed as if it were going to go in a completely different direction then it acutally ended up going. The game even had a damn Ouija board in it at one point. It not only had that but it also had a genuinely erie atmosphere with great ambient sounds that thickned the atmopsphere to the fullest extent. There were creeks, faint voices, and thunderstrkes that would all occur while you walked throughout the house.

I'm just so disappointed about the direction the devolpers decided go with this game because very few video games have as great of an atmosphere as this one did during the first half of this game. This game really could've turned out to be a truly great horror/mystery title. However, the developers decided to throw that great atmosphere out the window with this love story bullcrap. Also I would like to point out that just because a game chooses to tackle a controversal subject does not make it revolutionary or something of good quality. I'm talking to you, IGN and all the other video game critics.

I personally believe this game isn't worth buying by any means whatsoever. It definitly isn't worth the $20 price tag that's for damn sure. To be completely blunt, I'm not even sure something like this can even be considered a game. I think walking simulator fits it better.

TL;DR: This game is overly repetitious, The main characters mom and dad are on a camping trip, and main characters sister is a full blown lesbian who dropped out of high school to run away and live happily ever after with her girlfriend.
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43 of 66 people (65%) found this review helpful
1.9 hrs on record
Posted: January 2
Games for a very long time have been about fun, enjoyment, a leisurly pass time that people use to escape the harshness of reality, or to acheive something great and experience something unique to them. Recently, though, a lot of game journalists and critics have started to talk about the need for less violent, less action-heavy, and more original games focusing on things we've never seen in games. As a result, games like Gone Home were created to fill the niche people have been looking for. What should have been (and would have been) bottom-of-the-bin indie story games have since become critically acclaimed classics. I'm not one to bash any game, since the creation of more unique games is never a bad thing, but to praise this game among others in the same genre who did it better, is ridiculous.

This game was basically the almagamation of the perfect parts to create a game that appeals to exactly everything critics were looking for at the time; 2 parts visual novel, 1 part taboo story, and 99 parts contrived. The phrase "oscar-bait" really comes to mind when I think of Gone Home, almost as if it were a paint-by-numbers on how to create a game critics will love for that year. It delivers nothing we haven't seen already, while delivering it in a way that we've seen more than a handful of times, but it was released at just the right time and played by just the right people to get it major acclaim from journalists and critics, something alot of the other games in this genre didn't get.

"Gameplay"

Gone Home is an interesting beast in that it delivers all of it's gameplay in a way that we've seen before, and is still not interesting in this format either. There is no gameplay other than picking up letters, cassette tapes, random household items, and keys (to name a few) and observing them or adding them to your inventory to advance the plot. While observing these objects, you can read the text on a note, or rotate the objects to observe all sides a la L.A. Noire, and sometimes find information like lock combinations and secret locations on the map. In that respect, the game does the minimal investigation very well, but then it faulters over it by placing a million objects in the game that serve no purpose. Since the game has no direct way of really determining what is important, it's just as likely that a three ring binder could have valuable information than a book with some information on it. You could spend a lot of time picking things up hoping to get something important only to find out that everything is pointless to interact with, and only a few key elements are there for any real reason.

Ultimately, it's a game that lacks any real interaction, and real mechanical substance, and leaves the player feeling as though they're not being engaged and have 0 agency in the game world they're a part of. All of these facts can be a great way to present an interesting story to the player, one they have no control over and have to experience no matter what decisions they make. Sadly, though, the game doesn't take that opportunity and just creates a bunch of hoops the player has to jump through to experience the rest of the narrative. You have to work for the narrative by way of abitrary hoops, but the game hands you the solutions, then you can continue and "experience" the rest of the narrative. Had they simply added some challenge, some actual thought, something like piecing together clues instead of just having the clues handed to you, there would be a very interesting mechanic in the game that would have really pushed this closer to being a game than a "jump through the hoop to advance the plot" story.

Atmosphere and Story

Gone Home is something that got stuck between being a movie and being a book. As a movie, it would've been terrible since it has nothing of substance for the person to experience other than seeing the character experience something. As a book, it has very little build up and is nothing more than just reading about someone reading some notes with very little internal dialogue and character devleopment outside of the few audio/text logs given by the sister. It delivers it's narrative in a way very few games have before, but is in such a way that no game (or any narrative) should ever be delievered. The story is presented entirely through narrative set pieces, naration by the sister of the main character, and notes scattered through-out the game. As far as I'm aware, story writing 101 is to not give the entirety of your exposition by way of indirect narrative (i.e. something the audience can't actually see occuring). If the game was you playing as the lesbian sister and seeing all of the consequences and making the choices and experiencing the hardships, this could have been a perfect story, and something we truly had never seen in video game format before.

In terms of atmosphere, this is barely at "visual novel" levels. It has set pieces and locations that can be interpreted as showing off the mood and personality of different characters. Other than the maybe two or three set pieces that really evoke this emotion, there is very little to help visually tell the story other than creating a set-piece to something mentioned in a note or audio log. Something that really broke the immersion (or lack there of) for me, was the fact that there were a million notes scattered through this house that's supposed to be somewhat realistic. No one has that many notes in their house. It's almost as if the house is just a big collection of "ooo look, something from a classic movie that realistically makes no sense"! There's trap doors, walls that just seemingly open up for no reason, and a totally stable cavern under the house that also makes little to no sense in reality. The atmosphere of the game is completely broken when you take the few poorly implemented "gamey" elements that the game tries to include, and apply them to the serious narrative the game tries to put across.

My biggest gripe with this whole game, and the biggest flaw in it, is the fact that it sets up so many possible scenarios and gives a really tense, almost horror-like feeling. A lot of people have attested the feeling of constant tenseness to the feeling the character has when they arrive home to see a life they know very little about anymore. That would be acceptable if the game was invoking a sense of anything other than tenseness/anxiety. Creating a constant tenseness or minor anxiety for the sake of making a narrative point is just annoying, and results in the player feeling mentally exhausted and getting little payoff for it. Ultimately, the game taking an approach that was the exact ending it seemed to be setting out the whole time seems lazy since it doesn't match up with the eery atmosphere the game was evoking the entire time

Conclusion

What it all boils down to is a game that, if it were released any other time, would've been extremely niche, and avoided by a lot of people. It's passable at best, and presents nothing we haven't already seen done better. The atmosphere is confused, the narrative is boring and presented in an extremely unengaging way, and the lack of gameplay leaves the player in an empty "jump-through-the-hoop" scenario to just advance the plot to see if anything interesting ever happens. If you're looking for a game that is a visual novel, I'd aim more towards a game like Brothers: A Tale of Two Sons or any Telltale game since they deliver in all of the aspects this game fails to (plot progession by more than arguous tasks, real character connection, a feeling of agency, and a real plot that is more than just some "cute" dialogue between characters). If you can guess the plot of a story game because you've seen the exact same elements in other mediums, then there is something inherently wrong with calling it the game of the year.
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42 of 66 people (64%) found this review helpful
1.5 hrs on record
Posted: February 4
Spoilers possible. With that said I thought this game would be cool. I don't remember what I payed for it, but whatever I paid it was too much. It's way too short, and I predicted the end very early on. They should have made the house haunted or have the power go off at least. What I did like was the 90's nostalgia. I grew up in that decade so it was pretty cool taking a tour, and it did bring back memories of that time period for me. It was just boring to me. Not worth a playthru at least in my opinion. They had the atmosphere going for them, and threw it away on a love story that didn't make me feel anything for the characters involved. The music was pretty good. You can pick up just about anything in the house and throw it on the ground. Turn on every light and then back off again. Find secret passages and walk around. When it ended I was very disappointed, and felt very ripped off. 5/10
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29 of 43 people (67%) found this review helpful
2.6 hrs on record
Posted: December 25, 2014
Gone home is an interesting concept that grabbed a lot of headlines. If I'm to be frank,it's way overrated. This is not to say the game is bad, it accomplishes what it sets out to do quite well, but there is very little mechanics to speak of.

Now, I do realize that this is what some would call a narrative focused game, and that's a fair statement, but it's $20 for less than an hour of gameplay. There is also no incentive to revisit, no extra play modes, and simply speaking from a value stand point, Gone Home is not worth it's full asking price.

The lack of mechanics is not what I dislike about the game, I have no issues with games that is narrative driven, my biggest issue is that it's simply asking for too much for too little. It's not even as long as a movie, hell it might not be as long as an episode of your favorite show, yet it cost more than a movie ticket to an IMAX showing.

I feel Gone Home came out during a time where indie darlings were still some thing special, and those who raised it so high on a pedestal only saw the superficial value of Gone Home and never considered consumer value in it's praise.

Gone home is ONLY for the most curious, or at a heavily discounted price.
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39 of 62 people (63%) found this review helpful
1.4 hrs on record
Posted: January 18
Gone Home is... okay. There's nothing particularly terrible about it, but it's hardly this amazing, revelatory experience that it's been portrayed as in the media. It's just a very short, straightforward game of exploration, in which a fairly simple story of teenage love and rebellion is fed to you through bits and pieces of notes and spoken journal entries you find while exploring a large, abandoned house. But this game does absolutely nothing innovative, unlike the pre-release hype proclaimed. There have been hundreds of games with more compelling stories, and this game introduces no original mechanics. I took my time and explored the entire house, and I beat the game in three sessions totalling 81 minutes.

Again, it's not bad, it's just an utter ripoff for $20. I got it in a large Humble Bundle package, paying about a dollar for it, and it's decent value at that price, but there's no way I'd pay more than five bucks, and even that is stretching it. I'd be ♥♥♥♥♥♥ if I'd paid full retail for it. You can find many many games that will be far more engrossing, more entertaining, and just plain longer at this price point.
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23 of 33 people (70%) found this review helpful
1.3 hrs on record
Posted: December 25, 2014
Story was meh, the game itself was pretty boring, the atmosphere of the game was ok though, imo it's pretty overrated.
For 20 bucks there is no way I can recommend this game, even on sale it's not woth the price to me.
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29 of 44 people (66%) found this review helpful
3.4 hrs on record
Posted: January 1
So...finished this 'game'. I found it more of a tour through a house stuck in the 90's. Had a lot of build up - stormy weather, no one home, TV's broadcasting a warning of a current storm in the area ... But this is not a horror game, it's not even a puzzle game really.

To sum it up...if you want to read through a young girls' diary and about her likes, dislikes, and relationships with friends and family than go ahead and pick it up.

It was not what I thought it'd be and I'm still confused at it's extremely high critic reviews. To each their own, nice atmosphere but I just can't recommend 'Gone Home' for it's price and awkward stalking of 'my' sisters journal.
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49 of 81 people (60%) found this review helpful
3 people found this review funny
1.4 hrs on record
Posted: December 25, 2014
I can totally sympathized with a rich teenager that robs her parents to run away with her equally dumb girlfriend.

How come hipsters always make bad things?
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33 of 52 people (63%) found this review helpful
1 person found this review funny
1.8 hrs on record
Posted: December 27, 2014
A videogame equivalent of an oscar bait
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21 of 31 people (68%) found this review helpful
0.7 hrs on record
Posted: January 3
I know this is a storyline-based game, so I'm going to review it as one (no ''omg there is no gameplay its just walking and listening to ur character 2/10'').

The ambiance is quite good. Also lots of nostalgic stuff for 90s kids, i guess.
The storyline, however, is thin, and not very interesting.
This game would maybe be an okay buy if it was cheaper (5 - 10 euro would be alright). But 20 euros for this? Especially considering the game can be finished in 2 hours, It's best if you skip this one.

5/10
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23 of 35 people (66%) found this review helpful
1.5 hrs on record
Posted: January 2
This game is overpriced, overrated and overhyped. I bought this game because the ratings on various gaming sites are good. There was a 50% off sale. But still, BIG MISTAKE.
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19 of 29 people (66%) found this review helpful
1.6 hrs on record
Posted: February 16
I really disliked this game. If you want a game full of super basic puzzles, a mediocre story (that has nothing to do with your character), and no resolution, by all means pay money for this time waster. My only consolation is that I got this game for very cheap, otherwise I would've been even angrier. There's also absolutely zero replayability. Once you know the end, the game can literally be solved in under a minute. There's nothing special about this one, just skip it and find something better.
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21 of 33 people (64%) found this review helpful
1 person found this review funny
1.0 hrs on record
Posted: December 25, 2014
The ol' bait and switch. That sums it up nicely.
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14 of 21 people (67%) found this review helpful
1 person found this review funny
0.8 hrs on record
Posted: December 29, 2014
I bought into the hype the online game sites did about this game. I love adventure games and loved the Indie Game To the moon. Played most adventures under the sun and enjoyed most of them. However this game is awful I feel ripped off and conned. I completed the game and thought it was dreadful - boring storyline - characters you don't care about.

Ive had more fun staring at a fire for 1 hour then this !

Don't buy it !!!!
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14 of 21 people (67%) found this review helpful
2.9 hrs on record
Posted: December 25, 2014
This game had so much potential. The puzzles weren't really puzzles and it was way too easy to sequence break. This would make you miss something you needed to unlock more voice overs.

I felt the story could have been better told if they put it on the cassette tapes you find around the house. I feel the devs missed a great opportunity to put in a cool game mechanic.

In any case, it's not really worth paying more than a couple dollars for what you get.

It was an interesting concept. I was rather disappointed with the execution. It could have been so much better.
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15 of 23 people (65%) found this review helpful
4.7 hrs on record
Posted: December 22, 2014
I don't understand the hype of this game. After four hours, I was left asking: "Was that it?" I searched the internet to be sure that I had unlocked everything because I couldn't believe it. Unfortunately, the game really was over and there was nothing else to be found. The story is far too boring and cliche. There was potential in several areas, but these aspects were never explored fully, if at all. Granted, the story was cute and sweet, but there wasn't anything special about it. This game was a waste of time and a waste of money. I was rooting for it because it had so much potential. Sadly, I don't think the game lived up to any of the potential.
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19 of 31 people (61%) found this review helpful
1.6 hrs on record
Posted: December 27, 2014
Gone Home is simply a short storytelling experiment.

Many praises for this title come from the lack of violence and death found in other games, a distinct theme, and "truthfulness" of its teenage character, Sam, whose story is told in voiced-over diary pages. But Gone Home doesn't offer an interesting nor important story, or anything new at all. It just has a different focus than any other game. For the interactivity mechanic, it even lacks standard features like a little jumping or maybe faster walking that you'd think would not detract from the immersion and theme and general experience it has, but yeah it's just a minor problem.

Its storytelling mechanic is only above Kinetic Novels (Visual Novels without any plot branching paths)—you just pick and read things like notes and scraps and uncover the story without a single dialogue; it's fine on its own, some other "walking simulator" games are also like that—but it is very short and offers very little in a less interesting and less important story than other "walking simulators" or regular VNs. At the same time you'd feel it has potential to offer more, but it simply doesn't. The plain "real" teenage story you unravel shouldn't be a plus point either just because other games rarely pick that theme.

On the plus side, Gone Home has okay graphics and good polish (including great voice acting).

All in all, Gone Home is just a below average experience. The "story" is nothing special, it's very very short, I feel like it only depends on an unusual topic for a video game and it doesn't even do it well enough. It has a potential to be better telling its story, but it doesn't.

I would not recommend anyone to buy this, except if you think you would be impressed by a plain teenage life story told interactively. But even then, I'd only recommend a price of a US dollar max or in a bundle.
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12 of 18 people (67%) found this review helpful
3.9 hrs on record
Posted: January 9
I know next to nothing about computers. I can tell you it has windows 7 on it and that's about it. I'm assured by someone much more technologically advanced than I am that I have "8gig Ram, 500gig hard drive... you know what? It's an Advent Monza N2. Google will give much better information than I can.
Anyway. I mention because I bought Gone Home and the Laptop doesn't like it at all. Not a bit. I can play anything else with little problem but this game wouldn't even load at first. My technologically advanced friend had a look at it, got rid of something to do with '32' and that made it so the game would open. It's slow, juddery, takes an ice-age for the character to cross the room and generally isn't much fun, which is a shame because the game itself looks quite good.
There is a lot of detail gone into it and an interesting plot. Someone cared very much about what they were creating. While attempting to look up ways to fix the game, given that a refund doesn't look possible, I saw that the creators bent over backwards to help people fix whatever problems they were having.
If you have the braining abilities to fix any problems you might experience, go for it. What little I've played - bear in mind this isn't much - is quite good. If you're like me an know nothing, either ask someone who does or don't buy it.
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14 of 22 people (64%) found this review helpful
4.8 hrs on record
Posted: December 25, 2014
Not much of a "game" but alright if you take it as an immersive virtual experience / environmental storytelling product. Even with that caveat, it's disappointing. If you're a big fan of gender identity issues you may enjoy being beaten over the head constantly with that aspect of the story but it quickly begins to feel like a one-trick-pony and other interesting elements of the tale go relatively unexplored. Following Sam's implausibly convoluted breadcrumb trail around the house failed to make the story seem more interesting or mysterious. In fact, the most mysterious thing about this product is the acclaim it was met with - this style of environmental storytelling has been done plenty before by far better titles over the past two decades. One might venture that the acclaim had less to do with the gameplay or narrative style and more to do with the content... so I'll add that I was fascinated by the themes, but found them to be handled in a banal and immature fashion. This title sets the bar regrettably low as a mascot for the emerging queer narrative genre.

Feel free to grab it and experience the "meh" for yourself.
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