Featured Items
Games
Software Demos Recommended NEWS
Posts in "All News" channel about:

Gone Home

Show posts for all products, not just Gone Home
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Nathan Grayson)

SOMA didn’t scare the scuba suit off me, but I did find a creeping sort of potential in its soaked-to-the-bone corridors. Amnesia: The Dark Descent 2 this ain’t. Or at least, it’s not aiming to be. Currently, it still feels a lot like a slower-paced, less-monster-packed Amnesia in a different (though still very traditionally survival-horror-y) setting, but Frictional creative director Thomas Grip has big plans. I spoke with him about how he hopes to evolve the game, inevitable comparisons to the Big Daddy of gaming’s small undersea pond, BioShock, why simple monster AI is better than more sophisticated options, the mundanity of death, and how SOMA’s been pretty profoundly influenced by indie mega-hits like Dear Esther and Gone Home.>

… [visit site to read more]

PC Gamer
rel="bookmark"
title="Permanent Link to Surreal psychodrama Ether One lands next week">Ether One







Ether One has been teasing us for quite some time, but next week the Oculus Rift capable exploration game is finally free to mess with our minds. To celebrate, we ve got a spanking-new release trailer to check out the weird world of the memory repair technician, also known as a Restorer.







As Tom discovered in his preview last summer, being a Restorer seems to be a pretty ordinary job. You strap into a virtual reality machine made quite meta by the inclusion of Oculus Rift support and head into some poor person s mind to heal their traumas and neuroses.



There are a lot of influences going on here, including Myst, Dear Esther, and Gone Home. The idea of walking free-form through a Spotless Mind style scenario is fascinating, and the deeper mysteries hinted at during the trailer have me wanting to dive right in.







Ether One will be available on Tuesday, March 25, on Steam and GOG.
PC Gamer
rel="bookmark"
title="Permanent Link to PC Gamer Podcast #376 – GDC 2014 with Steve Gaynor, Sean Vanaman, and more">Steve Gaynor, Sean Vanaman, and Tim Rogers playing Towerfall before podcasting.



Steve Gaynor, Sean Vanaman, and Tim Rogers playing Towerfall before podcasting.







In this week's special GDC 2014 episode, we recorded from Tyler's kitchen in downtown San Francisco with two groups of game developer guests who hiked over from GDC. First up, hear from Xaviant design director Tim Lindsey, whose resume also includes CCP, Bethesda, and Hi-Rez; Twinbeard Studios founder and Frog Fractions creator Jim Crawford; and Mode 7 Games' Ian Hardingham, who designed and programmed Frozen Synapse and is now working on Frozen Endzone.



The second group features Steve Gaynor, co-founder of The Fullbright Company and writer/designer of Gone Home; Sean Vanaman, former lead writer and project lead on The Walking Dead at Telltale Games, Idle Thumbs podcast co-host, and founder of Campo Santo; and Tim Rogers, creator of "abstract minimalist electronic sport" Videoball.



Download: PC Gamer Podcast #376 GDC 2014 Special



Have a question, comment, complaint, or observation? Send an MP3 to pcgamerpodcast@gmail.com or call us toll-free at 877-404-1337 x724.



Subscribe to the podcast RSS feed.



Follow us on Twitter:



@ELahti (Evan Lahti)

@wesleyfenlon (Wes Fenlon)

@tyler_wilde (Tyler Wilde)

@demiurge (Cory Banks)

@Timothy_Lindsey (Tim Lindsey)

@mogwai_poet (Jim Crawford)

@IanHardingham (Ian Hardingham)

@fullbright (Steve Gaynor)

@vanaman (Sean Vanaman)

@108 (Tim Rogers)



Podcast theme by Ben Prunty.
PC Gamer
rel="bookmark"
title="Permanent Link to Unity 5 unveiled at GDC 2014">Unity 5 dynamic lighting engine







Unity 5, the latest version of the popular game development engine, was unveiled at the Game Development Conference in San Francisco today. The new update will include big updates to Unity s audio and lighting tools and 64-bit engine support, according to Unity Technologies. Unity 5 will be available for pre-order starting today, and is accompanied by a trailer featuring lots of flashy light rendering and a wub-wub distortion soundtrack.







Every time we ship a new version of Unity, we re looking to empower developers with technology that's more powerful and easier to apply than ever before, David Helgason, CEO of Unity Technologies, wrote in a press release. With the huge additions of physically-based shading, lighting workflows, a new platform, and a new built-in method for user acquisition, we re improving Unity dramatically from both a creative and business perspective.



Unity has also partnered with Mozilla to bring the game engine to WebGL, meaning that Unity games could run inside Firefox without any additional plug-ins. Mozilla has written up a full post about the collaboration here, and the Unity booth will be showing off this ability with in-browser builds of Dead Trigger 2.



Users who pre-order will also get access to the current build of Unity 4 and all planned updates. Unity 4 launched two years ago, and has provided the base for games like Rust, Kerbal Space Program, Gone Home, and Surgeon Simulator.



Thanks to Aaron San Filippo, developer of Unity game Race the Sun, for the tip.
PC Gamer
rel="bookmark"
title="Permanent Link to Papers, Please and Gone Home take BAFTA Awards, Houser brothers make rare appearance for Rockstar’s Fellowship">BAFTA







I'm not going to sugar-coat this for you: last night's BAFTA Game Awards didn't end with the PC hunched under an unbearable weight of face gold. The platform struggled against heavy hitting console match-three games, like The Last of Us, and Grand Theft Auto 5. Even so, there were awards for indie gems Papers, Please and Gone Home, and multi-platform titles like Bioshock Infinite. In addition, the reclusive Rockstar heads showed up in person to accept their BAFTA fellowship. You can find that video, and a full list of winners, below.



Also, before the big list, be sure to check out the BAFTA Steam sale that's running until later today. There are some particularly great deals in there, like the excellent XCOM: Enemy Within for a ridiculously low 5/$7.50.



BAFTA FELLOWSHIP

- Winner: Rockstar Games







BEST GAME

- Winner: The Last of Us

- Assassin's Creed 4: Black Flag

- Grand Theft Auto 5

- Papers, Please

- Super Mario 3D World

- Tearaway



ACTION AND ADVENTURE

- Winner: The Last of Us

- Assassin's Creed 4: Black Flag

- BADLAND

- Grand Theft Auto 5

- LEGO Marvel Super Heroes

- Tomb Raider



STRATEGY AND SIMULATION

- Winner: Papers, Please

- Civilization 5: Brave New World

- Democracy 3

- Forza Motorsport 5

- Surgeon Simulator 2013

- XCOM: Enemy Within



MULTIPLAYER

- Winner: Grand Theft Auto 5

- Battlefield 4

- Dota 2

- Super Mario 3D World

- The Last of Us

- World of Tanks



SPORTS

- Winner: Fifa 14

- F1 2013

- Football Manager 2014

- Forza Motorsport 5

- Grid 2

- NBA 2K14



FAMILY

- Winner: Tearaway

- Animal Crossing: New Leaf

- Brothers: A Tale of Two Sons

- Rayman Legends

- Skylanders SWAP Force

- Super Mario 3D World



STORY

- Winner: The Last of Us

- Brothers: A Tale of Two Sons

- Gone Home

- Grand Theft Auto 5

- Ni no Kuni: Wrath of the White Witch

- The Stanley Parable



GAME DESIGN

- Winner: Grand Theft Auto 5

- Assassin's Creed 4: Black Flag

- Papers, Please

- Tearaway

- The Last of Us

- Tomb Raider



DEBUT GAME

- Gone Home

- BADLAND

- Castles in the Sky

- Gunpoint

- Remember Me

- The Stanley Parable



ARTISTIC ACHIEVEMENT

- Winner: Tearaway

- Beyond: Two Souls

- BioShock Infinite

- DEVICE 6

- Ni no Kuni: Wrath of the White Witch

- The Last of Us



GAME INNOVATION

- Winner: Brothers: A Tale of Two Sons

- Grand Theft Auto 5

- Papers, Please

- Tearaway

- The Stanley Parable

- Year Walk



AUDIO ACHIEVEMENT

- Winner: The Last of Us

- Battlefield 4

- BioShock Infinite

- DEVICE 6

- Grand Theft Auto 5

- Tomb Raider



ORIGINAL MUSIC

- Winner: Bioshock Infinite

- Assassin's Creed 4: Black Flag

- Beyond: Two Souls

- Super Mario 3D World

- Tearaway

- The Last of Us



MOBILE AND HANDHELD

- Winner: Tearaway

- BADLAND

- DEVICE 6

- Plants vs. Zombies 2

- Ridiculous Fishing

- The Room Two



BRITISH GAME

- Winner: Grand Theft Auto 5

- Tearaway

- The Room Two

- LEGO Marvel Super Heroes

- Gunpoint

- DmC Devil May Cry



PERFORMER

- Winner: Ashley Johnson (Ellie - The Last of Us)

- Courtnee Draper (Elizabeth - BioShock Infinite)

- Ellen Page (Jodie - Beyond: Two Souls)

- Kevan Brighting (The Narrator - The Stanley Parable)

- Steven Ogg (Trevor Phillips - Grand Theft Auto 5)

- Troy Baker (Joel - The Last of Us)



BAFTA ONES TO WATCH AWARD

- Winner: Size Does Matter

- Project Heera: Diamond Heist

- The Unknown
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Nathan Grayson)

Gone Home was an inspired, beautifully heartfelt thing that clearly had a profound affect on people of multiple codes and creeds. It was powerful, delicate, and… we’ve probably said everything about it that it’s possible for one website largely made up of hairy men to say. At some point, it becomes time to move forward and explore new territory. That’s exactly what Steve Gaynor, Karla Zimonja, and the rest of the Gone Home team are doing right now: exploring. They don’t know precisely what form their next game will take just yet, but in a lengthy (and frankly, often very silly) interview, they let me inside their creative process. Go below to find out what lies beyond Gone Home for the Fullbright Company. >

… [visit site to read more]

Announcement - Valve
Today's Deal: Save up to 85% on select games!
Offer ends Sunday at 10AM Pacific Time.






















Feb 13, 2014
Community Announcements - SteveG
Polygon: Game of the Year. "A profoundly simple and deeply human experience, one that we can relate to in a way that video games don't normally allow."
PC Gamer: Best Narrative Game of the Year. "A drama that celebrates the things your brain is doing when you’re switched on and engaged with the world."
IGN: Best PC Game of the Year, Best Story of the Year, Best Indie Game of the Year. "Gone Home accomplishes in just two hours of total game time what most games with 20 times the length and development cost fail to muster: heartfelt human emotion."
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Alec Meer)

I’m firing blind to some degree here, as 1) the trailer’s in Italian 2) the website’s poorly translated and 3) the demo they sent me a) isn’t made public yet and b) doesn’t include much more than going for a walk.

However 1) That and the cheesy music reminds me of Inspector Montalbano 2) well, this one’s no bastion of English grammar either 3) a) most of it’s in the below video b) I like going for a walk.

While Dear Esther, Proteus and Gone Home comparisons are likely unavoidable, Forgive Me is more precisely a semi-open world adventure game about suicide, mystery and a spooky, possibly mystical tower in some very pretty but bleak countryside that reminds me a little of Morrowind. (more…)

PC Gamer
rel="bookmark"
title="Permanent Link to Best narrative game of the year: Gone Home">PCG261.feat_top.gonehome







Welcome to the PC Gamer Game of the Year Awards 2013. For an explanation of how the awards were decided, a round-up of all the awards and the list of judges, check here.



Traditional storytelling techniques suffer in the transition to interactive entertainment. While many games choose to compartmentalise their storytelling and interactive sections, others experiment with new methods. In Gone Home, exploration becomes a form of authorship. The entwined stories of each family member unravel at your command as you flick through the detritus of their lives. The resulting tale was the most affecting of the year.



A warning for those who haven't played it yet, the discussion below does contain a few spoilers.



TYLER Gone Home s interlocking tales of love, rejection and regret are exposed almost wholly by the artefacts left by your family members as you explore their new house. The story is moving (although the sentimentality sometimes borders on schmaltzy), but what makes Gone Home extra special is how it s told. More than interacting with spaces and things, I m interacting with motivations and fears, solving a maze with empathy rather than spatial reasoning. In a medium rife with expository cutscenes and deus ex machina, Gone Home brings vital innovation to the art of the interactive narrative. Also, I teared up a little at the end, if you must know.



ANDY I was expecting the worst. I went into this game not knowing a single thing about it, and in every dark room, and around every dark corner, I was expecting something horrible. So it was a relief, and a pleasant surprise, to discover that it just wanted to tell me a story about people. This was far more interesting than serial killers or ghosts or whatever I was bracing myself to encounter in those gloomy, eerily quiet corridors. Even as I climbed to the attic I was preparing to stumble across something grim, but instead I found a beautiful, touching end to a wonderfully understated human story. Years of playing videogames have trained my brain to always expect conflict or danger, and it was nice to have those expectations subverted. I too have a low tolerance for schmaltz, but Gone Home was on just the right side of sentimental for me.



TONY It s all in the dad s room. It s set up so that the first thing you come across is his desk, where you discover what seem to be the scribblings of a would-be science fiction writer. This is a dad with dreams. Then, as you work your way around his den you find the boxes of books with his name on and realise he made it: he s a published author. That s great! Good for you, unfulfilled American 90s dad! Only... why are there so many boxes of his book? Then you read the publisher s letter, rejecting his latest manuscript because his books have all bombed. Lastly, you read the snarky editor s memo from the consumer electronics magazine the dad works at now, writing puff pieces about hi-fis, and realise that this is a dad who went for his dream and failed. A whole life in boxes, in a single room.



CHRIS It s been said that Gone Home subverts our expectations of what a game experience should be in order to tell a different kind of story but what I like most about it is that it s not about throwing away what games are good at. Games are a form of communication that demands mutual participation. Good games expect your critical engagement, and treat you like someone capable of interpreting situations and environments intelligently without the need for hand-holding. There s something positive and hopeful about entertainment that wants you to be active, not passive.



Gone Home is, as much as any other game on this list, a game about making choices. Not which soldier to turn into a robot, but where to go, what to look for, what to choose to attribute meaning to. It s about following lines of potential through to the point where you discover what is, a drama that celebrates the things your brain is doing when you re switched on and engaged with the world.
...

Search
Archive
2014
Apr   Mar   Feb   Jan  
Archives By Year
2014   2013   2012   2011   2010  
2009   2008   2007   2006   2005  
2004   2003   2002