Gone Home Review
Grown up games.
One of the most rewarding moments of Gone Home,
and any work of fiction for that matter, is when you take a jumbled
mess of oddly shaped metaphorical puzzle pieces and finally put them
together to resemble something familiar. This revelation sprang forth
for me a few hours into my first-person walkabout through the Greenbriar
household. As I rummaged through an abandoned kitchen examining
refrigerator notes, discarded paperback books, and surprisingly named
bottles of salad dressing, the proverbial light bulb suddenly
illuminated.
Yes, I was exploring the Greenbriar home, a digital space
where the first game by The Fullbright Company is set. But perhaps more
importantly, I was exploring something strikingly similar to the house I
grew up in. Each time I clicked on an item owned by a family member and
studied its various traits, like empty liquor bottles belonging to a
father who may or may not drink too much, or a sarcastically written
term-paper on the female reproductive system that highlights a young
woman's sharp wit, I was brought back to the uncountable innocuous
nick-nacks that populate my parent's house.
Throughout Gone Home, a first-person exploratory adventure
game, you'll poke around a beautifully created house and examine the
artifacts that populate each well-designed room, and everywhere you look
the house
has a warm, lived-in feel. The family's
study is filled with interesting books to browse, records to listen to,
and liquor cabinets to raid. The kitchen is as wonderfully disorganized
as my mom's, and the bedroom of an angsty teenager feels like the
bedroom of an angsty teenager. It oftentimes felt as if I had broken
into a museum in the middle of the night with the goal of touching the
very things that I was told not to touch. Games like The Last of Us and
BioShock Infinite allow us to explore exceptionally realized worlds, but
Gone Home's world just feels straight-up real.
Despite an ever-present sense of dread – lights flicker
sporadically, a fierce thunderstorm rages outside, and the house itself
seems to moan at times – there's nothing to fear in Gone Home. The only
skeletons here are figurative, which you'll eventually discover as you
explore the house and begin to unravel the family's past.
As you delve deeper into the Greenbriar residence, you'll
come across telephone messages, scrawled notes, and diary entries that
provide the clues needed for you to begin illuminating the dark corners
of this family. The writing and voice work here are among the best I've
ever experienced in games. It's not stylish or exaggerated, but rather
painfully real. Unraveling the story of your character’s teenage sister
Samantha's coming of age, the complicated intricacies of your parent's
marriage, and eventually the reasons why you left home in the first
place make Gone Home a powerful piece of storytelling. I'm being a bit
vague for a reason, because so much of the emotional impact I felt
stemmed from discovering these bits of backstory and piecing them
together myself.
The writing and artifact design are so good that I felt
compelled to grab everything that wasn't bolted to the floor and give it
a closer examination. Turning around a can of soup reveals a fully
written label. Thumbing through a VHS collection highlights a wealth of
classics from Gone Home's mid-'90s setting. And entering a closet only
to find it filled to the brim with board games, subtly weathered with
use, all contribute toward making the Greenbriar household feel like a
living, breathing place.
The only drawback to the inanimate objects that lay about
the Greenbriar home is that by the end, you're sometimes examining a
handful of the same things. Coming across the same box of tissues in
every other room pulled me out of the world just a tad bit – like a deja
vu glitch in the Matrix. Also, the first time I held my father's
sophomore novel, I was completely enthralled with studying its cover.
The second time, it made sense since that book was a commercial failure,
and unsold copies would litter this house. The fifth time: not so much.
But despite this infrequent repetition, Gone Home continually won me
over in spades partially due to its impeccable use of music.
A successful mix of a moody, ambient score and a variety of cult Riot
Grrrl hits (played by sticking various cassette tapes found scattered
throughout the house into a tape player) create an affecting ambiance.
The two styles might seem to clash in stark juxtaposition on paper, but
they somehow managed to meld together to give Gone Home a musical
backbone that's riddled with both teenage angst as well as an air of
mystery.
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