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.
사용자 평가: 대체로 긍정적 (평가 10,864 개)
출시 날짜: 2013년 8월 15일

로그인하셔서 게임을 찜 목록에 추가하거나, 팔로우하거나, 관심 없음으로 표시하세요.

Gone Home 구매

Gone Home + Original Soundtrack 구매

이 게임의 다운로드할 수 있는 콘텐츠

 

큐레이터의 추천

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

평가

“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!!

게임에 대해

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.

시스템 요구 사항

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
유용한 고객 평가
50명 중 44명(88%)이 이 평가가 유용하다고 함
3명이 이 평가가 재미있다고 함
1,297.5 시간 기록
게시 일시: 2014년 12월 12일
풀브라이트 컴퍼니가 제작한 곤 홈입니다. 여행을 마치고 집에 돌아온 케이트가 집에 아무도 없는 걸 발견하고 제작사 이름마냥 집의 불을 모두 켜놓으면서 종이들을 읽어보다가 집이 비어버린 진실을 알게 되는 노력을 하던 중 진실이 이 추천글처럼 부분부분이 완성되지 않은 채 갑작스럽게 끝나버리는 내용의 게임입니다.

스토리 내러티브에 모든 걸 투자한 어드벤쳐 게임이기 때문에 취향에 맞지 않는다면 굉장히 호불호가 갈리는 게임입니다. 단순히 스토리 위주가 아니더라도 당시의 존 F 케네디 암살에 관한 음모론(이건 알렉스 메이슨이 암살했다고 2010년에 진실이 밝혀졌죠.)이나 자신의 머리에 산탄총을 쏴서 인간 너비아니가 되어버린 너바나의 커트 코베인, 기타 1990년대 초의 미국 문화들이 얼굴을 내밀기 때문에 관련 지식이 있어야 게임을 재미있게 즐길 수 있으며 또한 게임의 주된 내용이 10대 소녀의 경험과 감정적 변화이기 때문에 여성적인 감수성도 겸비하고 있어야 돈이 아깝다는 느낌을 안 받을 수 있습니다.

한편 이 게임은 많은 전문 리뷰웹진들이 만점을 준 바에 비해 일반 게이머들의 평가는 극으로 갈리는데 아무래도 리뷰웹진들은 주된 평가요소가

미국 문화를 많이 아는 척 하면서 잘난 척을 할수 있기 때문에 좋습니다.

저도 옛날에 디즈니 만화동산을 많이 봤고 여자 옷도 즐겨 입었던 경험을 가지고 있었기 때문에 자신있게 이 게임에 도전해봤지만 역부족이였습니다. 그래서인지
이 평가가 유용한가요? 아니요 재미있음
38명 중 32명(84%)이 이 평가가 유용하다고 함
2명이 이 평가가 재미있다고 함
1.1 시간 기록
게시 일시: 2014년 12월 8일
사실 이제야 고백하지만...
군복무 시절에 소설 '트와일라잇'을 읽은적 있어요.
그 끈적거리는 소녀취향의 자아도취적 묘사들 때문에 소름끼쳐서 도저히 뉴문 이상으론 읽지 못하겠더라구요.


그 특유의 아메리칸 하이틴 로맨스 소설이란걸 이역만리 타국의 시커먼 사내가 받아드리기엔...
그래요. 아직 전 준비가 덜 됐었나 봐요. 아마 죽었다가 다시 10대 여자애로 태어나면 받아드릴 수 있을것 같아요.


솔직히 이 게임 참 말이 많았어요. 미국인들을 중심으로 우호적인 시선과 찬사를 보내더라구요.
플레이하면 뭔가 메시지를 전달하는 것 같기도하고, 미국인들의 향수를 자극하는 이것저것들이 게임에 내포되어 있다는데
그러면 뭐해요. 나는 대한민국에서 발 한 발자국도 벗어나보지 못한 오리지널 뼛속까지 김치맨인데요.


아메리칸 오디너리적인 뉘앙스를 제가 향유할순 없지요.
그래도 뭐 우리도 있잖아요. 두 유 노 킴취?
바닥에 둘러 앉아 손으로 김치 쭉찢어서 두부에 올려서 막걸리 딱 한 잔 걸칠때 그 느낌을 양놈들이 뭘 알겠어요.
이 평가가 유용한가요? 아니요 재미있음
5명 중 4명(80%)이 이 평가가 유용하다고 함
4.3 시간 기록
게시 일시: 2014년 12월 28일
아프리카 TV 방송 유명 게임 BJ 우왁굳 님도 즐기신 곤홈입니다

처음 시작하면 장르도 뭐도 모른체로 등골이 오싹하게 무서운느낌이 옵니다

초반에는 여느 공포게임 못지 않게 무섭더군요

그러다 서서히 진실을 향해 갈때쯤이면 생각합니다

''아 제발 그런 이야기로 흘러가지마라...'

이런 기분을 느끼는건 전 어쩔수 없는 한국인이라서 인거 같습니다

애초에 그런쪽에 대한 지식도 별로 없고 좀 거부감이 드는 쪽이거든요

뭐 미국 사람들은 어렸을때부터 그런것에 대해 많은 고민을 한다고 들은적은 있지만요

그리고 엔딩은 굉장히 아쉽고 허무하게 납니다

뭐 여운을 좀 느껴보라는 제작자들의 생각을 이해 못하는건 아닙니다만 이런 엔딩은 좀 그러네요

그래도 소재는 신선해서 나름 즐기면서 한거 같습니다

부모님이 어떤 나쁜일을 당한건지에 대한 복선도 잘 깔아둔거 같구요

나름 추리하면서 게임했는데 복선에 전부 뒤통수 맞았네요

다만 가격적으로는 심히 불만족 스럽군요

4~5달라정도면 추천합니다
이 평가가 유용한가요? 아니요 재미있음
7명 중 5명(71%)이 이 평가가 유용하다고 함
1.5 시간 기록
게시 일시: 2014년 12월 22일
이쁜 사랑이야기 ^o^

스토리텔링 방식이 굉장히 인상적인 게임이지만 짧은 볼륨이 정말 아쉬운 게임입니다 가장 불만인건 주인공의 캐릭터성이 거의 배재된다는것이 크네요 3달러에 사서 매우 만족하고 있음니다만 정가는 터무니없이 비쌉니다

웹진 점수로 논란이 많은 게임인데 저는 점수제의 모순성이 결국 터진것이라고 생각하게 됩니다 수많은 장르의 가치를
일개 점수로 환원 시키는 폭력적인 행위를 사람들이 아무 거부감 없이 받아들이는 이상 이런 논란은 끊이지 않겟지요
이 평가가 유용한가요? 아니요 재미있음
2명 중 2명(100%)이 이 평가가 유용하다고 함
8.6 시간 기록
게시 일시: 2015년 2월 3일
인생을 살면서 한번쯤 해볼만한 게임이라고 생각한다.
스토리텔링 게임으로 액션이나 퍼즐요소가 전혀 없다고 밝히면서 출시했죠
하지만 그런데도 이 게임의 메타스코어는 86점으로 굉장히 높은 점수입니다.
그렇기에 '동성애' 라는 주제를 다룬 이 게임이 유저들에게 얼마나 많은 관심을 받았는가 알수 있습니다.

이 평가가 유용한가요? 아니요 재미있음
2명 중 2명(100%)이 이 평가가 유용하다고 함
2.9 시간 기록
게시 일시: 2015년 3월 12일
세계일주를 떠난 주인공 언니야가 폭풍우 치는 날씨를 뚫고 집에 도착하니
1년간 너무나 가족들에게 많은 사건들이 터져있었네요..
당연하게 본인을 맞이 해 줄거라 생각했지만 의외로 아무도 없어서 당황한 주인공은 마당 곳곳을 찾아 비상열쇠를 찾아 집안에 겨우 들어가게 됩니다.
도대체 가족들이 어디로 갔을까요?
그녀는 여행간 사이에 이사하여 완전히 낯선 이 집을 조사하면서 없었던 1년간
아버지의 일, 어머니의 부부관계 문제, 동생의 사랑에 대한 고민과 결정들에 대한 단서를 찾아봅니다.

게임이라기 보다는 퍼즐형식 소설 같았습니다.
장르 자체를 모르는 상태로 게임을 시작한 저에겐 조금 무서웠었(?지만 갈수록 그녀의 동생인 샘 에 대한 이야기에 흥미를 붙혀 금방 다 깰 수 있었습니다.

게임이 짧기도 하고, 딱히 어려운 게 아니기 때문에 공략을 보고 플레이 하시는것을 비 추천드립니다.
동생 셈이 남긴 언니에게 남기는 일기를 읽어보면서 집안을 뒤져보세요!

잔잔한 배경음에, 부드럽게 울리는 빗방울 소리 로 귀가 정화되는 게임이었습니다.

그 이외에는 별다른 특징이 존재하지는 않았습니다.

하지만 추천을 주고싶어요! 세번정도 끊어서 겨우 깨기는 했지만, 플레이 하면서 점점 캐릭터에 애정이 붙어 재미있었습니다.
이 평가가 유용한가요? 아니요 재미있음
4명 중 3명(75%)이 이 평가가 유용하다고 함
1명이 이 평가가 재미있다고 함
1.5 시간 기록
게시 일시: 2014년 11월 28일
아빠는 왜 그런 책을 보는 것일까.
이 평가가 유용한가요? 아니요 재미있음
1명 중 1명(100%)이 이 평가가 유용하다고 함
2.3 시간 기록
게시 일시: 2015년 1월 1일
짧고 강한여운
이 평가가 유용한가요? 아니요 재미있음
1명 중 1명(100%)이 이 평가가 유용하다고 함
1.3 시간 기록
게시 일시: 2015년 5월 8일
19.99$의 소중함을 느낄 수 있는 게임.
이 평가가 유용한가요? 아니요 재미있음
1명 중 1명(100%)이 이 평가가 유용하다고 함
1.4 시간 기록
게시 일시: 2015년 4월 15일
그냥 그렇다. 나쁘지는 않다.

삼차원적인 주택 배경을 되게 자연스럽게 활용한 동선 디자인은 훌륭하다. 적절한 동선을 통해 플레이어의 감정과 주인공의 감정을 잘 동기화시키고 있다. 하지만 게임이라는 매체를 100% 훌륭하게 활용한 것도 아니라 영... 난 그냥 걸어다니면서 물건들 만지작거릴뿐인데 자동으로 이야기를 읽어준다 정도의 느낌? 인터랙티브 노벨이 원래 다 그렇지만 Gone Home은 특히 심함.

스토리를 보면, 으스스한 분위기 속에서 드러나는 '평범한 진실' 자체가 따지고보면 비극적인 면이 있다는게 나름의 반전이라... 크게 흥미로운 주제는 아니지만 잘 썼다.

그나저나 딴건 둘째치고 옛날부터 종종 보이던 "이 게임은 90년대 미국 문화를 이해해야 어쩌고 저쩌고~~~" 하는 설레발들은 대체 뭐였는지??
이 평가가 유용한가요? 아니요 재미있음
1명 중 1명(100%)이 이 평가가 유용하다고 함
1명이 이 평가가 재미있다고 함
2.7 시간 기록
게시 일시: 2014년 12월 8일
반드시!! 반드시!! 75프로 이상 세일하면 살것!!
이 평가가 유용한가요? 아니요 재미있음
5명 중 3명(60%)이 이 평가가 유용하다고 함
1.3 시간 기록
게시 일시: 2014년 12월 25일
레지던트이블도하고 무서운겜도 잘하고 다크한 다크소울도잘하는데
이게임은 아무것도안나오면서도..
배경음도 딱히없고 정적만 흘러서 무서운건없는데
점점 무서워져서 내가 미쳐가는거같아서 하다가 절대 초반을못넘기겟음..

저만 그런가요
이 평가가 유용한가요? 아니요 재미있음
246명 중 150명(61%)이 이 평가가 유용하다고 함
1명이 이 평가가 재미있다고 함
1.9 시간 기록
게시 일시: 2015년 1월 6일
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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82명 중 52명(63%)이 이 평가가 유용하다고 함
1명이 이 평가가 재미있다고 함
1.6 시간 기록
게시 일시: 2015년 1월 15일
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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56명 중 36명(64%)이 이 평가가 유용하다고 함
1.9 시간 기록
게시 일시: 2015년 1월 2일
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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60명 중 38명(63%)이 이 평가가 유용하다고 함
1.5 시간 기록
게시 일시: 2015년 2월 4일
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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55명 중 35명(64%)이 이 평가가 유용하다고 함
1.4 시간 기록
게시 일시: 2015년 1월 18일
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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39명 중 26명(67%)이 이 평가가 유용하다고 함
2.6 시간 기록
게시 일시: 2014년 12월 25일
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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45명 중 29명(64%)이 이 평가가 유용하다고 함
1명이 이 평가가 재미있다고 함
1.8 시간 기록
게시 일시: 2014년 12월 27일
A videogame equivalent of an oscar bait
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25명 중 18명(72%)이 이 평가가 유용하다고 함
0.7 시간 기록
게시 일시: 2015년 1월 3일
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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