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.
Brugeranmeldelser: Hovedsagelig positive (10,816 anmeldelser)
Udgivelsesdato: 15. aug 2013

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"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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“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!!

Om dette spil

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.


Mac OS X
SteamOS + Linux
    • 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
    • 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
Hjælpsomme kundeanmeldelser
299 af 465 brugere (64%) fandt denne anmeldelse brugbar
1 person fandt denne anmeldelse sjov
1.3 timer bogført
Indsendt: 9. november 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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121 af 193 brugere (63%) fandt denne anmeldelse brugbar
1 person fandt denne anmeldelse sjov
1.9 timer bogført
Indsendt: 6. januar
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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112 af 180 brugere (62%) fandt denne anmeldelse brugbar
5.6 timer bogført
Indsendt: 14. november 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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45 af 67 brugere (67%) fandt denne anmeldelse brugbar
0.9 timer bogført
Indsendt: 5. november 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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96 af 158 brugere (61%) fandt denne anmeldelse brugbar
1 person fandt denne anmeldelse sjov
1.6 timer bogført
Indsendt: 12. november 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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68 af 109 brugere (62%) fandt denne anmeldelse brugbar
1 person fandt denne anmeldelse sjov
1.8 timer bogført
Indsendt: 14. november 2014
It's not exploration. It's 'find next piece of text'.
It's not story, it's 'I do not care about their personal life'
It's misleading game, misleading presentation. There is no tension or suspence. You'll be searching for another piece of dirty laundry for the whole hour.
And oh god don't put this music tapes into cassette player, it'll destroy your ears.
It's not drama about gender relations. Devs definitely don't know a single thing about gay people (and seems like relationships at whole) and clearly did this because gay issues is topic of the day. Main story is full blown cliche, where boy was swapped with girl.
If you are from US and grew up in 90's, you'll probably enjoy references, but if you are not - freaking avoid. It's overrated overhyped pretentious trash. Thank god it's only hour and a half long. If you like good story and enjoyed Dear Ester or Stanly Parable - freaking avoid like an ebola.
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52 af 81 brugere (64%) fandt denne anmeldelse brugbar
1 person fandt denne anmeldelse sjov
1.3 timer bogført
Indsendt: 15. november 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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57 af 93 brugere (61%) fandt denne anmeldelse brugbar
1 person fandt denne anmeldelse sjov
1.3 timer bogført
Indsendt: 8. november 2014
"Lesbian Sister Simulator 2012"

Uhh... I guess it is social commentary... or something? I don't really know. I'm sure someone could put some artsy spin onto this game about how deep the story line is while you wander through such an immersive house where every room has trading cards and band aids. ♥♥♥♥ing intense paper cuts I guess.

I got it as part of a humble bundle. I would not recommend buying this game unless two hours of listening to a girl discover herself on recordings sounds like fun. To each their own I guess.
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16 af 21 brugere (76%) fandt denne anmeldelse brugbar
1.5 timer bogført
Indsendt: 4. februar
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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70 af 120 brugere (58%) fandt denne anmeldelse brugbar
1.2 timer bogført
Indsendt: 8. november 2014
Waste of time and a money grab. It is just overrated.
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17 af 23 brugere (74%) fandt denne anmeldelse brugbar
1.4 timer bogført
Indsendt: 18. januar
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 pissed 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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43 af 71 brugere (61%) fandt denne anmeldelse brugbar
3.5 timer bogført
Indsendt: 6. november 2014
Very short game with interesting mechanic but without need to play it at all.
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19 af 28 brugere (68%) fandt denne anmeldelse brugbar
1 person fandt denne anmeldelse sjov
2.9 timer bogført
Indsendt: 27. februar
I stayed away from all spoilers before playing and this game was pretty interesting. It definitely set in a really creepy guide and many times I was expecting a ghost or something to pop out. As the story progressed, I started to get an idea of what was going on and also expected something horrible to be revealed. The build up was great and the ending was totally satisfying. Definitely gives you something to think about.
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15 af 22 brugere (68%) fandt denne anmeldelse brugbar
1.9 timer bogført
Indsendt: 2. januar
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.


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


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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18 af 28 brugere (64%) fandt denne anmeldelse brugbar
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1.6 timer bogført
Indsendt: 15. januar
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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18 af 28 brugere (64%) fandt denne anmeldelse brugbar
1 person fandt denne anmeldelse sjov
1.5 timer bogført
Indsendt: 12. marts
Gone Home is not your usual ''run-and-gun'' or ''explore, level up, evolve'' game. Many people won't give it a chance, because the gameplay is just too poor.
However, I couldn't help myself but finish this game, solely because of the amazing storyline. I felt from the beginning that the story was going to be a good one, and I was right. Now, obviously, not everyone will share my opinion. I see that most voted reviews describe it as a bad game, almost everyone saying the story wasn't thrilling either.
As such, I recommend you should buy this game on sale and only if you like being told a story, while you're not doing much, otherwise you might regret your purchase.
I don't have much else to say about the game, as it may turn up as potential spoilers. I'll let you figure out, if you are interested.
Pros: +the storyline was very interesting and kept me wanting to find out more; it's one of those ''collect all pieces of the journal and then read them in the correct order to understand the story'';
+atmosphere was perfect, in my opinion; you hear the storm outside the house and the noises you're making while interacting with objects are accurate (oh dear, pickup the cassettes and put them in the radio whenever you have the chance);
+ the secret passages;
Cons: -the gameplay is lacking features; you can only walk around and pickup/activate notes and objects;
Personal rating: 75/100
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10 af 13 brugere (77%) fandt denne anmeldelse brugbar
2.3 timer bogført
Indsendt: 29. januar
Though I am giving it a negative review I actually realy liked the game.
The only reason that I am giving it a negative review is due to the length, I just cannot reccomend a game so short.
I mean 2.2 hours for a $20 game!?
However, this game is incredible and if you can get it cheap or in a bundle like I did then it is definitely worth buying.
This game, if it can be considered a game at all, is very different to other games, there is one central story for which you find recorded diaries and you play them to unravel a story, there are also other stories along the way that can be unveiled through other methods.
If, despite my reccomendation you still desire to play it then you will be consumed by a beautiful story that will captivate and move you.
If you have money to burn or get this game cheap then I would highly reccomend it.
I give gone home 9/10,
but the price tag 0/10.
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11 af 15 brugere (73%) fandt denne anmeldelse brugbar
1.6 timer bogført
Indsendt: 27. december 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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21 af 34 brugere (62%) fandt denne anmeldelse brugbar
1 person fandt denne anmeldelse sjov
1.4 timer bogført
Indsendt: 25. december 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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9 af 12 brugere (75%) fandt denne anmeldelse brugbar
2.1 timer bogført
Indsendt: 5. april
Games like Gone Home are the reason why our hobby is just the best.

It is an intelligent and well developped short story about conservatism in the US in the 90s.

It is not a propper horror game, but it has its scary moments, but more of the kind like when you were going as a child at night in the basement.

Ethan Carter, Gone Home, Life is Strange or the whole Walking Dead series do so much good for gaming industry today, showing that our hobby was getting mature over the last 30 years. That games can easily compete with literature or movies and by mixing those in a creative and smart way enhance the entertainment industries in general.

If you like one of the mentionned games, I can recommend Gone Home to you. Wait for a sale in order to get it for 5 bucks, as it is a bit too short for the official price tag and has no replay value.

07/10 (minus point for the length)
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