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.
用户评测: 多半好评 (10,905 篇评测)
发行日期: 2013年8月15日

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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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评测

“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!!

关于这款游戏

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.

系统需求

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
有价值的用户评测
25 人中有 25 人(100%)觉得这篇评测有价值
有 3 人觉得这篇评测很欢乐
2.4 小时(记录在案的)
发布于:5月24日
Gone Home是一款什么游戏?从游戏方式上来说,这是一款解谜游戏。然而,我相信你从没见到过如此低智的解谜游戏,全游戏唯一一个难点只是一个与流程无关的保险柜密码,基本上只要你智力正常并且足够认真的话都能不靠攻略通关。那么这款游戏的玩点在哪,或者说我们为什么要来玩这款游戏?

或许游戏的某个标签说明了一切...步行模拟,这是一个很奇葩的游戏类型(我甚至没有在steam以外的地方听说过这个词),我所理解的步行模拟是将玩家置身于一个缺少外界干扰的自由区域,不强调剧情任务NPC而将重点置之于探索上。可惜的是,即使在这么一个冷门的游戏类型里本作也显得不是那么出彩...史丹利有精心设计的场景和语言,伊森卡特有精致的画面,艾斯特中情感的细腻性令人赞叹,还有Proteus...哦这就是个随机地图生成器,没有丝毫的游戏性,但凭独特的风格和创意也能征服人们。

那么,这个游戏有什么?粗糙的画面,极短的流程,没有深刻的内涵,没有使人印象深刻的创意,连剧情都一塌糊涂。正如介绍里写的那样,主角回到家中却发现空无一人,经过探索她发现...父母刚好出门了,妹妹私奔了,家里啥事也没有,OMG!这是什么剧情,从最初略带诡异的神秘感到发现最后真相是这样你是不是有一种以为是A片结果点进去发现是还珠格格的感觉?!不要说我剧透,作为2013年的游戏任何对它有兴趣的人包括我肯定会被剧透一脸,因为这如纸一般单薄的剧情实在是太好剧透了。事实上,我可以这样总结,这部游戏基本没有游戏性,就连艺术感也很难扯得上,那么...

为什么我还要推荐这款游戏?

在我心中这款游戏也许达不到满分,但凡是我觉得值得称赞的游戏必然有它的亮色,所谓的亮色就是你在别的游戏里得不到的东西,所以我从不给自己喜欢的游戏硬加上一个可供比较的分数,它们都是独一无二的。在这里我还想再提一遍The Stanley Parable,因为作为一款独立游戏其可以称得上震撼人心,即使是不喜欢这种风格的人也能够感受到它强烈的艺术性。但必须要说的是,Stanley的优秀之处是外显而张扬的,这部作品因尖锐的抽象风格而伟大,但Gone Home不是这样,它更像一杯清茶,需要你慢慢地体味。其实游戏的名字已经说明了一切,Gone Home,回家,它既不靠谜题让人投入也不靠剧情使人沉醉,而是让人去了解主角所回到的这个既熟悉又陌生的“家”。可以说,游戏里90%以上的物品都与流程无关,完全可以做到速通,然而只有将那些看似无用的物品信息不断翻看,才能更加清晰地了解这个“家”。而游戏真正的玩法也正是通过不断地探索和分析,逐渐地了解这个“家”里发生的一切,了解到叛逆的妹妹,失意的父亲,感情变化的母亲,严厉的爷爷以及一位神秘的叔叔...若是把这些人物特点和关系写在一张纸上读起来必然索然无味,然而游戏却能将其巧妙地串联起来,形成玩家所体验到的一切,这也是其它艺术表现形式所不能完成的。

我看到很多的人能够领悟到本作独特的游戏性,然而他们仍然觉得如此淡薄无深度的剧情配不上这样的游戏构思。然而,游戏的主题是“家”,不是鬼怪不是科幻,这里没有出乎意料的神秘情节,没有突然的剧情转折,有的只是对“家”的描述。本作的剧情的确单薄,因为家本就是那样,平淡无奇却又拥有秘密,看似简单却又暗藏玄机...但也仅此而已,生活本就该如此,如平静的水面又略有波澜,如果主角最后发现其实自己的家人只是自己的幻想,那这种“意外”才是真正的俗套。游戏全过程其实就是我们跟随主角归家的过程,将我们从我们所期待的激动人心的电影情节带回到现实中来,这才是“家”,朴素而又真切。然而,当游戏中的主角回到家中并明白一切,妹妹却已远去,而父母也变得陌生,她心中记忆的那个温暖和睦的家其实永远不能回去了...这种身在家中却已无家可回的孤独感,才是“到家”的真正内涵所在,而正是完全生活化的剧情,才让这种感受如此真实。

何为内涵?内涵就是不能一眼看出来,却又切实存在着的东西。这里的每一样事物都彰示着在这里生活的人的特点,每一份文件都透露着特别的信息,无论是房间的设计、物品的摆放都设计得那么的真实,仿佛世界上真的存在这样的一个家。而妹妹的日记更是完美记录了一个女孩的心理变化过程,伴随着恰到好处的音乐,玩家就这样与这个家互相交互,彼此共鸣。IGN 9.5的评分绝不是随便给出的,然而这样一款佳作却被很多人遗忘和遗漏。如果你有一段毫无忧虑的闲暇时光需要度过,就来试着体验一番吧。
这篇评测是否有价值? 欢乐
4 人中有 4 人(100%)觉得这篇评测有价值
2.4 小时(记录在案的)
发布于:2月9日
差评80%是因为价格,剩下的20%是其它。

先说一下,由于我在玩的过程中3D眩晕症犯了,所以可能有些地方没仔细玩(不过翻箱倒柜看东西还是做了的),敬请见谅。

游戏本身大概有个6.5到7的水平,但是过短的流程使得本体20刀原声5刀的价格变得异常坑爹,如果没有75 OFF 或者进包的话请谨慎购买。

主角妹子从欧洲旅游归来,发现家里空无一人,于是妹子只好自己对空旷的新家进行探索,试图了解在她不在的时候家里发生了什么。虽然从故事简介来看本作看上去像个恐怖游戏,但实际上更像是美帝人民怀念90年代生活的情怀。情怀本身就是个很微妙的东西,再外加文化差异,最后对我等天朝人民而言也就剩下“哇,美帝人民的房子好大!” 的感慨了。P.S. Earth, Wind & Fire是个好乐队- +

流程撑死一个半小时,就算仔细玩+听完所有评论也就2-3h通关,简单说下优缺点吧:

优点:
  1. 画面还行,大概有个7分吧。本作是3D场景,部分3D眩晕症患者请注意(很不幸我就3D眩晕症发作了……= =)。
  2. 整体场景的塑造非常好,8分。本作最大的特色就是完全模拟90年代中产阶级的生活环境,据说灵感是来源于Bioshock 和 Dishonor 这些能与环境互动的游戏(为什么我觉得制作者的重点很奇怪……),事实上我也很喜欢。不过对于我等外国玩家而言,有些文化差异确实存在,而且可互动物品中重复的太多,时间长了会无聊。话说妹子你家结构这么复杂左密道右密道上三层下三层密室暗橱满天飞的,不考虑搞个谋杀案么?
  3. 音乐不错,7分。虽然大部分时间都是电闪雷鸣,不过偶尔穿插的BGM和剧情契合的很到位。不过与其在游戏里一遍犯着3D眩晕症一边听BGM,还是单拿出来听更好……
  4. 有个评论模式,而且评论还挺多……额外+0.5好感分=w=

缺点:
  1. 剧情。如果只说老妹的百合故事(嗯对,就是百合,不喜欢的请谨慎入手)的话大概有7-7.5分,但是太短 -1分(只跑这条线10分钟左右通关,更不要说还能跳关),其它人物的故事太单薄-0.5,最后也就是个及格了(话说游戏里老妹17就和女朋友私奔了?!有点厉害…… )。
  2. 系统和解谜。本作的优化不是很好,虽然游戏里跑着还行,但是开始Loading的时间也是相当长。至于解谜部分……和没有差不多,几乎全部都是“到A找B再去C使用D”的节奏;而且作为一个以环境互动为卖点的游戏,整个游戏里居然没有一个线索是靠右键观察物品得到的(几乎全是检查某某文件或拿走某某物品,而且文件摆的位置各种神奇)……只能给个5.5。

最后总结一下,这游戏本身是个中等水平,但是相比定价而言就是个坑,有点白瞎了这个这么好的房子设定的感觉。本作有卡没成就,也有汉化,不过这个翻译质量……嗯理解剧情还是没问题的:
http://steamcommunity.com/app/232430/discussions/0/648814844949798106/
这篇评测是否有价值? 欢乐
3 人中有 3 人(100%)觉得这篇评测有价值
2.1 小时(记录在案的)
发布于:3月4日
不推荐
甚至不考虑价格因素,依然是不推荐。

本作最大(亦是唯一)的亮点在于剧情。诚然,本作的剧情水准有相当的高度, 以“鬼屋”的噱头引入到最后展开为妹子的百合故事,不论是声音演出还是文案水平都可圈可点。

可是,即使作为一个对剧情颇为看重的AVG/RPG玩家来说,这样的作品称之为游戏,一样不合格。
游戏的本质是什么?在于互动。

本作唯一的互动要素,在于场景物品互动,而绝大多数互动,毫无意义。真正的剧情推进流程,是不断的寻找信件碎片,辅以非常简单的寻物逻辑,这样的水准,放在二十年前的冒险解密类游戏中,都是不合格的。

很多人认为,传统冒险解谜游戏,就是纯粹讲故事,毫无游戏性的作品,那我只能说,玩得太少。
下面举几个例子:
1. The Vanishing of Ethan Carter
同样是第一人称、步行模拟,同样流程短、内容少,同样画面不错,剧情优秀。
为什么Ethan Cater有91%的steam好评率 而 Gone Home只有78% ?
就在于游戏本身,Ethan Cater是一个好游戏,它的核心玩法:犯罪场景复现,是游戏机制叙事的典范。而Gone Home还停留在异常原始的文本、画面叙事,即传统的小说、电影化叙事,且除此之外毫无游戏性。

2. Monkey Island
猴岛小英雄系列,链接中是重置版,系列原版发售于90年代初,所以我上文说的20年前,并非信口开河。
猴岛系列是冒险解密游戏的经典之作,精彩的谜题设计,诙谐幽默的文本,放到今天依然不过时。
而玩过这系列的玩家,一定会对里面的海盗决斗系统印象深刻。你看到敌我角色相对而立,白刃相向。但并非要求你操作角色闪躲、攻击(在那个时代的机能限制下,也很难有上佳的表现)。
海盗的决斗是用嘴的,所谓骂战是也,摘抄翻译如下,各位感受一下:
敌:你打起来跟个挤奶工一样。 我:太准确了!你打起来就像头奶牛。
敌:你还穿着尿布吗? 我:怎么?你要借去用用?
敌:人们看到我靠近就倒在地上了。 我:哦?在闻到你的口臭之前?
敌:我对猩猩都比对你礼貌 我:很高兴你对家人如此友好。
敌:从来没人能让我流一滴血 我:哇!你跑得这么快?
敌:我听说你是个烂人 我:可惜我从来没听过你。
…………
所谓决斗,就是用正确的言辞去还击对方,这些言辞是你与不同的海盗决斗的过程中学会的。
是不是难以想象,原来我们学生时代热衷的诡辩骂战,还真有游戏是这样的。

3. To The Moon
去月球,这个游戏一般算RPG,但我觉得更接近于AVG。
这款作品基本被认为是剧情性高度的典范了,而无数玩家讥之为“毫无游戏性”。
而即使是这一款以RPGMaker制作,完全不以玩法为卖点的“互动小说”,也远比Gone Home来得有游戏性。
一以贯之的玩法(收集场景元素--进入下一场景)起到了一定游戏机制叙事的效果,穿插其中的几个小游戏(记忆链接、修改记忆追逐战)也体现了游戏这个载体的存在价值。

综上所述,不推荐

辅以19.99$的价格,完全不推荐。
PS. 社区里的中文汉化质量极差,极度不推荐。

——————————————————————
写完之后想了想,可能部分文字有失偏颇了,步行模拟类游戏的步行模拟也是游戏体验的一部分,
主动探索场景、查看道具是有别于小说、电影的被动接受的,代入感会更强一点。
不过不打算修改结论,因为剧情类游戏向来是评论反差巨大的类型,没有指标进行衡量,所以能否打动人心是关键。于我而言,缺乏共鸣的背景,平淡的叙事技巧,没有足够冲击力的剧情,我的答案是否。
这篇评测是否有价值? 欢乐
120 人中有 77 人(64%)觉得这篇评测有价值
有 2 人觉得这篇评测很欢乐
1.6 小时(记录在案的)
发布于:1月15日
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.
这篇评测是否有价值? 欢乐
279 人中有 165 人(59%)觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
1.9 小时(记录在案的)
发布于:1月6日
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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68 人中有 44 人(65%)觉得这篇评测有价值
1.9 小时(记录在案的)
发布于:1月2日
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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67 人中有 43 人(64%)觉得这篇评测有价值
1.5 小时(记录在案的)
发布于:2月4日
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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44 人中有 30 人(68%)觉得这篇评测有价值
2.6 小时(记录在案的)
发布于:2014年12月25日
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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34 人中有 24 人(71%)觉得这篇评测有价值
1.3 小时(记录在案的)
发布于:2014年12月25日
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.
这篇评测是否有价值? 欢乐
63 人中有 40 人(63%)觉得这篇评测有价值
1.4 小时(记录在案的)
发布于:1月18日
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.
这篇评测是否有价值? 欢乐
45 人中有 30 人(67%)觉得这篇评测有价值
3.4 小时(记录在案的)
发布于:1月1日
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.
这篇评测是否有价值? 欢乐
33 人中有 23 人(70%)觉得这篇评测有价值
0.7 小时(记录在案的)
发布于:1月3日
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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83 人中有 50 人(60%)觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
1.4 小时(记录在案的)
发布于:2014年12月25日
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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54 人中有 34 人(63%)觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
1.8 小时(记录在案的)
发布于:2014年12月27日
A videogame equivalent of an oscar bait
这篇评测是否有价值? 欢乐
31 人中有 21 人(68%)觉得这篇评测有价值
1.6 小时(记录在案的)
发布于:2月16日
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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37 人中有 24 人(65%)觉得这篇评测有价值
1.5 小时(记录在案的)
发布于:1月2日
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.
这篇评测是否有价值? 欢乐
34 人中有 22 人(65%)觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
1.0 小时(记录在案的)
发布于:2014年12月25日
The ol' bait and switch. That sums it up nicely.
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22 人中有 15 人(68%)觉得这篇评测有价值
2.9 小时(记录在案的)
发布于:2014年12月25日
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.
这篇评测是否有价值? 欢乐
22 人中有 15 人(68%)觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
0.8 小时(记录在案的)
发布于:2014年12月29日
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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24 人中有 16 人(67%)觉得这篇评测有价值
4.7 小时(记录在案的)
发布于:2014年12月22日
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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