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.
Fecha de lanzamiento: 15 de ago. 2013

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Recomendado por mentores

"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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Críticas

“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!!

Acerca de este juego

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.

Requisitos del sistema

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
Análisis útiles de usuarios
A 19 de 26 personas (73%) les ha sido útil este análisis
2.5 h registradas
Publicado: 3 de noviembre de 2014
Aviso a navegantes, Gone Home no es un videojuego.

Esta obra se desarrolla en un tiempo reciente pero que al mismo tiempo parece terriblemente lejano, anterior a la revolución de la telefonía móvil e internet y en la que la música dormía en cassettes. En ese cuándo el dónde es una vieja casa. Un nuevo hogar al que se ha mudado tu familia mientras estabas de viaje y que tendrás que recorrer con mucha atención si quieres que te cuente todas las historias que sus paredes han contemplado.

Gone Home no es un videojuego, es algo más, un paso más allá, una experiencia que una vez se acaba te deja con la misma nostalgia que se siente al terminar un buen libro y saber que ya nunca más sabrás de sus personajes.

Si lo que buscas es más de lo mismo entonces pasa de largo, aquí el único puzzle que encontrarás será intentar encajar todos los retazos de la trama en tu cabeza. Pero si por el contrario sigues decidido a adentrarte en esta magnífica obra permite que te de un consejo, tómatelo con calma, no corras por llegar al final y deja que lo que encuentres se asiente antes de seguir avanzando. Sé que es difícil, pero lo vivirás de una forma más intensa y merece la pena.
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A 6 de 7 personas (86%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
3.6 h registradas
Publicado: 10 de enero
Gone Home entraría dentro de lo que hoy en día se clasifica humorísticamente (o no) como "simulador de paseos". Es un juego de un par de horas que nos cuenta una historia sin apenas reto en el camino.

Explorando una mansión abandonada, en una noche de tormenta, iremos uniendo las piezas del puzzle para comprender lo que pasó con cada miembro de la familia. Me gusta que me trata como a un espectador inteligente, dejando las piezas del puzzle ahí para que las una yo mismo, pero sin restregarme la solución por la cara.

Resulta algo artificial que toda la casa esté regada de notas, o que tengan 5 o 6 reproductores de cassettes desperdigados por la misma, etc... Se nota un poco que las pistas están ahí para que tú las vayas encontrando.

Los puntos fuertes de esta propuesta descansan sobre la ambientación y la excelente interpretación de voz.

Tengo que reconocer que no soy un gran fan de los juegos narrativos y carentes de reto. Algunos me han llegado a gustar (con objeciones). Para mi gusto, este título hace equilibrios sobre la línea que separa la simple y poco estimulante rutina de ir habitación por habitación abriendo cajones y leyendo notas, y el interés de una historia intrigante y emocional. A ratos me atrapa, siento que estoy ahí, en mitad de las vidas de esa gente, y quiero saber más. Y a ratos me cansa y me pregunto cuándo se va a acabar.

Recomendable para quien disfrute con este tipo de propuestas alternativas, pero mejor comprarlo de oferta, £14.99 me parece un precio excesivo para lo que ofrece.
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A 34 de 62 personas (55%) les ha sido útil este análisis
1.6 h registradas
Publicado: 1 de noviembre de 2014
El título perfecto para hacerte perder 93 minutos de tu vida. Leer un puñado de cartas, postales y notas, deambular por una casa que ríete tú de la de los Ruíz Mateos y al menos, quedarte contento de que haya sido una "experiencia" corta.
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A 5 de 7 personas (71%) les ha sido útil este análisis
3.7 h registradas
Publicado: 23 de febrero
Primero me atrajo el concepto de desarrollar una historia mediante simplemente cotillear en una casa.
Incluso mejor, una casa Americana de mediados de los 90.
Creo que esa es una idea suficientemente valida como para hacer un juego.
Existen por ahi ejemplos como TECHNOLUST para oculus rift cosas que valen la pena por el hecho del realismo grafico y la experiencia que supone explorar un entorno detallado y extraño.

Pero rapidamente se rompio la ilusion. No es una casa, es un puzzle para crios disfrazado de casa.
No tiene la distribucion de una casa, es todo demasiado falso. Como un parque de atracciones con paredes falsas y puertas que llevan a ninguna parte y no se pueden abrir.
No hay nada en la casa que de la impresion de que el mundo de Gone Home esta vivo. Las oportunidades de impresionarte con la interacion se pierden al retirar la oportunidad de interactuar con los aparatos mas interesantes de la casa (La Super Nintendo esta literalmente arrancada del televisor)
Da la sensacion de pasear por un mapa de counter strike creado por aficionados y reconvertido en aventura grafica en la que practicamente no hay historia ni hablas con nadie.

La historia es muy floja. Problemas de adolescentes que se han tratado mil veces y con mas exito en series de la talla de "al salir de clase' o "La Pecera de Eva"

Me da pena que muchos criticos vendan este juego como una "experiencia" o un "ejemplo de innovacion"

Si Gone Home es un ejemplo de algo sin duda es de PEREZA.
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A 2 de 3 personas (67%) les ha sido útil este análisis
2.7 h registradas
Publicado: 20 de diciembre de 2014
Gone Home es una experiencia innovadora, que impulsa junto a muchos juegos recientas esa nueva narrativa dentro del mundo del videojuego.
Como ya digo su mayor virtud es como narra la historia y como consigue fundirse con la jugabilidad, otra cosa es lo que cuenta, que es bastante simple y poco sorpresivo. Me la sensacion que este juego va a envejecer mal, porque si bien es cierto que puede considerarse precursor de una nueva narrativa cuando pasen los años y esta se establezca y se profundice mas, los que abrieron el camino se resentiran.
Pero como aun no ha llegado ese momento, disfrutemos de Gone Home.

De los demas aspectos solo destacaria la banda sonora, corta pero funcional cuando aparece. Lo demas es bastante simple, los graficos podria pasar como un juego flash, las fisicas de hace 7 años y el apartado artistico insulso.
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A 2 de 3 personas (67%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
1.8 h registradas
Publicado: 24 de marzo
sin traduccion alguna...se complica para los que no hablan ingles. Cabe destacar la ambientación del juego. La puesta en escena y la inmersión. Si solo quieres acabar el juego a lo rapido olvidate. Es un juego para disfrutar poco a poco y aguantar la no acción del mismo. Con calma te teletransportas a otra época y conoceras la vida de los personajes y ya.
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A 4 de 7 personas (57%) les ha sido útil este análisis
3.9 h registradas
Publicado: 8 de enero
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A 2 de 4 personas (50%) les ha sido útil este análisis
2.4 h registradas
Publicado: 22 de noviembre de 2014
Para alguien que no sepa si comprarse este juego o no, le recomiendo leer muchas opiniones pero ningun video. La razón es simple: es un juego muy corto. Puede durar entre una hora y media y dos así que aconsejo esperar a alguna oferta en Steam o en algun Humble porque pagar 20 euros por tan poco tiempo de juego no sentaria nada bien a más de uno. En cuanto a la historia, es simplemente preciosa; sin spoiler alguno puedo decir que combina muy bien un problema actual, colocándolo desde una perspectiva poco habitual que hará emocionarse a más de uno. Ante muchas opiniones sobre el juego tales como: "es una estafa", "es demasiado corto", "no es un videojuego"... uno debe tener en cuenta que Steam permite a los niños rata que se aburren, a la gente sin cerebro y a la gente que arroja su dinero en un producto que no sabe qué le ofrecerá soltar cualquier cutrez por aquí y quedarse tan pancho. Si te gustan los juegos calmados, cortos pero narrativamente intensos y te sobran unos eurillos y un par de horas, Gone Home es tu juego. Yo lo valoro con un 10/10.
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A 1 de 2 personas (50%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
4.7 h registradas
Publicado: 17 de enero
Come out and play with me
Come tell me who you are
Please tell me who I am
Please tell me who
https://www.youtube.com/watch?v=nG6RpHJtTUw
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A 1 de 2 personas (50%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
7.6 h registradas
Publicado: 27 de enero
Una de las historias de amor mas hermosas que he visto en un juego :3 La facilidad de recorrer la casa es unica y rica en informacion, cual se te va dando a medida vas avanzando. Es como leer un diario de vida muy bien detallado con piezas del rompecabezas que te estremeceran. Detalles graficos y de audio espectaculares, que te haran sentir dentro de una casa :3 Reflejan los problemas comunes de cualquier familia, pero a tal nivel de detalle que te hace sentir que estas en la casa de una familia real. Rico contenido audiovsual e interaccion total con los elementos. Sencillamente es una de las mejores historias relatadas en un juego :3 Y lo mejor de todo es el mensaje que te deja al final. "El amor siempre triunfa ante la adversidad" Sigue tus sueños...
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A 1 de 2 personas (50%) les ha sido útil este análisis
2.4 h registradas
Publicado: 27 de abril
Juego en el que regresas a casa y mientras vas dando vueltas por tu antigua casa vacia vas recordondo tu historia, no voy a especificar mas para no ser un Spoiler. me ha gustado tanto la historia forma de juego y graficos, sobre el sonido tambien tengo que decir que es bastante cañero.
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A 479 de 702 personas (68%) les ha sido útil este análisis
2 personas han encontrado divertido este análisis
3.5 h registradas
Publicado: 31 de octubre de 2014
An interesting exercise in environmental storytelling. Gone Home is a first-person exploration game taking place inside a single abandoned house filled with the memorabialia of its former inhabitants . You pick up objects and examine them for clues as to how to proceed. You'll read through lots of notes, scrapbooks, and other pieces of written material, which will serve as clues/puzzle pieces as well as convey details about the story. Picking up certain objects or entering certain rooms will trigger a voiceover which also explains the story to you. The interface is similar to the Amnesia and Penumbra games, in that you'll use the mouse to pick up and rotate objects, as well as close or open doors, closets, and drawers as you rummage through the house. It's well put together but by the time you get to the end of it you'll really feel like you've wasted your time. The story doesn't develop much, and since you're uncovering snippets of information about something which has happened in the past, there isn't a lot of impact here. You as the player don't have a role in the story - you're a passive observer and there is nothing for you to actually *do* besides trying to figure out what happened.

This game has received a lot of attention, both positive and negative, and a lot has been written about it. At this point it seems like most people are playing it just so that they can feel like they have an informed opinion about it. If you're one of those people who needs to know what "Gone Home" is all about, then sure, go ahead and play it since it's relatively short anyway. For everyone else; don't waste your time. It doesn't work as a game and as a work of art it's shallow and feels insincere.
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A 288 de 445 personas (65%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
1.3 h registradas
Publicado: 9 de noviembre de 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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A 313 de 488 personas (64%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
3.0 h registradas
Publicado: 2 de noviembre de 2014
If you scrutinize enough there won't be much trouble finding pretty much everything in the game (except I never found out what one dark room was supposed to be about). But the lighting is still painfully awful (yes, even as the sole challenging element of the game), and I won't say that the story is universally immersive or for that matter great (the voice acting was pretty good though). The story is actually pretty bad. The game is really short, in fact there should be a tag for super-short (just kidding lol). What I want to say is that even though I got it for 50% off, I still don't think it was worth the bucks. Goes to show that maybe digging what the critics say all the time may not be such a good idea after all.
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A 145 de 225 personas (64%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
1.9 h registradas
Publicado: 2 de noviembre de 2014
I bought this during the Halloween sale for $9.99 and I gotta say... I kind of wish I hadn't.

I got 111 minutes playtime out of it, and that was with exploring everything and leaving absolutely no stone unturned. The game was okay, the eerie atmosphere was okay, the story was okay... But overall left me feeling disappointed. The scariest moment I had whilst playing happened when the lightbulb in the room I was sitting in blew itself out of the fixture in my ceiling (in other words, this game is not scary in the slightest, the wiring in my house however...).

It had some good ideas, but just felt a bit lackluster :(
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A 116 de 180 personas (64%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
1.9 h registradas
Publicado: 6 de enero
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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A 108 de 172 personas (63%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
5.6 h registradas
Publicado: 14 de noviembre de 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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A 80 de 127 personas (63%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
2.7 h registradas
Publicado: 3 de noviembre de 2014
Saw the trailer while it was in development and got pretty excited for it. I finally got a chance to purchase it and went into it knowing that it would be a short, but hopefully entertaining, ride.

Unfortunatly by the end of the game I felt pretty disappointed all around. The atmosphere was probably the most interesting point of the game, sadly it was not used to it's full potential. Story was a bit cliché and there was virtually no interesting gameplay.
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A 124 de 205 personas (60%) les ha sido útil este análisis
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1.4 h registradas
Publicado: 3 de noviembre de 2014
Got this game as part of a bundle, finally decided to dedicate some time to sit down and play it. I thought it was going to be some sort of mystery/puzzle game, which I suppose was partly true. Though the mystery of "Where is everyone?" is never actually solved. You venture through the house, find a few trinkets, which leads to more trinkets, then in a bit over an hour or so, the game is over. No story climax really to speak of, it just ends after you pick up yet another trinket. Quite disappointing, to be honest.
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A 79 de 128 personas (62%) les ha sido útil este análisis
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1.9 h registradas
Publicado: 2 de noviembre de 2014
Interesting idea but too passive and story has no payoff. Pretends to be tense and dark at the start but ends up disappointing. Gameplay is not existent except walking from room to room and listening to the story which was not great (although started off seeming that it would be). I should have listened to the other reviewers, glad I only spent 10 dollars. I found it not nearly as good as Ethan Carter. 5/10.
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