Alan Wake - Valve
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Feb 13, 2014
Gone Home - 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."
Feb 13, 2014
Gone Home - Fullbright
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."
Dear Esther - 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…)

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.
Gone Home - SteveG
...and Gone Home is appearing on a number of Game of the Year lists! We thought we'd share a few of them:

Gone Home is KillScreen's Game of the Year!

Paste Magazine also gave Gone Home their Game of the Year award! Thanks so much, Paste!

The Associated Press, the LA Times, Yahoo! Games, Wired, Macworld, and the AV Club all included Gone Home on their "Best of 2013" lists as well. This has been an amazing experience for all of us at The Fullbright Company, and we have our fingers crossed that award season isn't quite over for Gone Home just yet...!



BioShock Infinite
goty


PC Gamer editors are prohibited from celebrating Christmas. For the team, the end of the year is marked by an event known as GOTY Sleepover, a time where we somewhat-voluntarily sequester ourselves away from our families and loved ones in the interest of a greater good: selecting the best PC games of the year. We gather in a room with a very heavy door and very little ventilation and stay there until we ve reached a unanimous decision on every award category. It s a lot like the Papal conclave, but with more Cheetos.

So far, this is what we ve got. These are games nominated for awards in general, not just our single Game of the Year. Consider this a short-list of the games our team loved in 2013, one we ll whittle down into proper, named awards in the coming days.


Dota 2
Arma 3
Spelunky
Battlefield 4
Gone Home
Tomb Raider
Rising Storm
Saints Row IV
Papers, Please
BioShock Infinite
Total War: Rome II
The Stanley Parable
XCOM: Enemy Within

Check in each day over the holiday break to see who's victorious. In the meantime, here's our 2012 winners and some lively year-end video conversations about our best PC gaming experiences in 2013.
Gone Home - contact@rockpapershotgun.com (Alec Meer)

The Novelist is a narrative-led, sort-of-stealth, sort-of-point’n'click-adventure game by Deus Ex: Invisible War, Thief: Deadly Shadows, and BioShock 2 dev Kent Hudson (with playtesting help from a remarkable number of renowned developers, according to the credits) in which you direct and decide the fate of a tormented family who’ve gone to stay in a remote house for the Summer, in an attempt to resolve their respective career and relationship difficulties. But they are not alone… (more…)

Amnesia: The Dark Descent
gonehomeamnesia


Amnesia: The Dark Descent developer Frictional Games recently revealed that The Fullbright Company’s indie title, Gone Home, first saw life through the Amnesia engine. And if you're interested in the prototype, you can try it right now.

Frictional Games co-founder Thomas Grip notes in a company blog post that he denies all requests to use the HPL2 engine in a commercial game, as there’s no documentation for the engine and Frictional Games simply doesn’t have the time to support the engine. Instead, Grip would suggest using Unity or UDK (Unreal Development Kit). Steve Gaynor, who helped craft the haunting tale that is Gone Home, asked Grip whether his team could use the engine for what would become Gone Home, but received the same answer.

Fullbright ended up following Grip’s advice and used Unity to shape Gone Home—but not before building the first prototype with the HPL2 engine anyway. After all, Grip only denied requests to license the engine for commercial products.

Grip and Gaynor reconnected after Gone Home’s launch, with Grip asking if Gaynor still had the “Amnesia version” of Gone Home tucked away in his computer. Gaynor just so happened to have a copy, and now that copy is available to you.

Grip said Gaynor requested the HPL2 license way back in January of last year, and speculates that the Fullbright Company must have been utilizing the HPL2 engine before asking Grip if the final version of Gone Home could use that license. Basically, this means the Amnesia prototype is a very early version of what Gone Home would eventually become.

To navigate Gone Home’s earliest, creakiest walls, just download the prototype and extract the file into Amnesia: The Dark Descent’s “custom_stories” directory. If you see something called “Test Game” after selecting “Custom Stories” on Amnesia’s main menu, you’re good to go. At least the Gone Home prototype doesn’t have invincible flesh monsters roaming the halls…right?
Gone Home - contact@rockpapershotgun.com (Nathan Grayson)

On the left: 'Ahhhhhhh, finally home!' On the right: 'DON'T GO IN THERE DON'T GO IN THERE DON'T GO'

Everything starts somewhere. Even the greatest of successes have humble beginnings, and Gone Home’s previously known origins were already pretty darn grassroots. That makes this revelation about its start as an Amnesia: The Dark Descent mod double-humble>, as far as I’m concerned. What I’m saying is, Gone Home could be in a Humble Bundle all by itself. It is that humble. But anyway. Frictional and Fullbright have unearthed the very, very early Gone Home Amnesia prototype, and you can play it right now. Details after the break.

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