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You’d miss out on the strangely voyeuristic pull that has you digging through drawers and cupboards to find anything to pour over. But you’d probably miss out on a lot of the experience, and definitely miss out on the little details that make this world and story so interesting. You could run through Gone Home and ‘finish’ it in an hour or a little more.
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If you have it, patience is paid off many times over. You just have to continue to be curious, knowing that your exploration of the Greenbriar house will eventually pay off. The game offers nothing in the way of introductions, and outside some found photographs, you’ll never actually see your family members. At first, you’re not going to have any idea what you’re looking at when you find it. What’s neat about coming home to find that nobody’s there is that it ties in beautifully with the story The Fullbright Company has set out to tell. Just walking, reading, and the occasional mix-tape listening. No jumping or shooting, and certainly no loadouts or stats. You can walk around (don’t bother putting your pinky on the shift button as there’s no way to run), pick up objects, examine them, and put them down. Scrawled memos, pictures, old pop quizzes from school, maps, worn magazines - all would be mundane things you’d pay no attention to in any other game, but in Gone Home they’re the sole focus.īut that’s it as far as gameplay goes. Walking around your empty home, first-person exploration style, you’ll find objects that uncover bits of your family’s past. In Gone Home you play as Kaitlin, a student returning home from world travels to see her family. It’s just that you have to find that pace first. But that’s not to say that there’s a lack of pacing Gone Home has some of the best pacing I’ve ever experienced in a videogame. Gone Home lets you uncover its story for yourself, at your own pace. You won’t need reflexes of any kind to enjoy Gone Home.ĭespite having no action, conflict, or even visible characters, Gone Home manages to be one of the most enjoyable and emotional gaming experiences I’ve had in 2013.
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I’m not out to start an academic debate on what makes a game a game, but I’d hope you’d at least agree that games don’t need reflex-based mechanics to be entertaining.