by The Fullbright Company / Unity
Gone Home is a first person adventure exploration game, first made for PC but then later developed for consoles. You play the game as 21-year-old Katie Greenbriar who has just returned home from travelling abroad. But it isn’t the home she left; it’s unfamiliar and peculiar despite being filled with everything she has ever known and loved, apart from one thing. Her family.
You start the game standing in front of the house, the lights off and a note taped to the door. Nobody is home. Once inside it’s time to explore and discover where the family has gone. Within the house you can interact with every light switch, open every drawer and pick up every book. It is one of the most interactive ‘point and click’ games I have played and thus enjoyed.
During the gameplay you learn about Katie’s family: Sam Greenbriar (sister), Janice Greenbriar (mother), and Terrence Greenbriar (father). What the family home lacks in life, it makes up for in notes, diary entries and snippets of clues that elude to the reason behind the missing family. As the game moves on, the house’s sinister past is revealed. A storm batters the windows. The TV is stuck on static.
The true control however, is in your hands. As the player it’s your job to decide what is and what isn’t important in finding what’s happened to Katie’s family. Hints and narrative guide you towards the next point but ultimately you choose where to go, how long you want the journey to last and for how long you are willing to get lost in the mystery.
However, if you are someone who likes clear direction and a linear narrative then this probably isn’t the game for you. On more than one occasion I became frustrated, not knowing where to go or what to do. The confusion of which clues to follow and which to ignore coupled with the seemingly never ending sands of time, leads to a feeling of restlessness. At times, I felt overwhelmed by the sheer number of objects that I was able to interact with in the game, in some ways giving too much freedom. After a while, I listlessly threw some of the objects around the room before getting back on track with the narrative. The lure of the dark, brooding house brimming with secrets and bodiless voices is a failsafe way to draw you right back in.
What is so compelling about Gone Home is the way it pulls you slowly into the story. The narrative is fully immersive, created by handwritten notes, answer-phone messages and the unsettling sounds of an abandoned house. In addition, the storyline and characters have been well devised, from the sass of Sam to feeling sorry for Terrence all whilst turning corner after corner in the darkened house.
It’s messy, it’s complicated, and full of secrets. After all, what’s more intriguing than someone asking you not to go digging around for answers?