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''Gone Home'' is a first-person
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developed and published by The Fullbright Company. ''Gone Home'' was first released for
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,
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, and
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computers in August 2013, followed by console releases for the
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and
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in January 2016, the
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in September 2018, and iOS in December 2018. Set in the year 1995, ''Gone Home'' puts the player in the role of a young woman returning from overseas to her rural Oregon family home to find her family currently absent and the house empty, leaving her to piece together recent events. ''Gone Home'' does not feature much interactivity, but instead has the player explore the house at their own pace and determine what has transpired by examining items, journals, and other items left around the various rooms. The Fullbright team, having previously worked on '' BioShock 2: Minerva's Den'', took concepts and ideas from that game to craft an exploration game to engage the player in uncovering the narration by non-linear progression by searching the house, while keeping the project manageable for their small team. ''Gone Home'' was critically praised at release. Several outlets used the game as an example of
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, as its non-standard gameplay format demonstrates progression of the video game industry into more artistic forms. However, this also raised the question of whether ''Gone Home'' should be considered a game, and led to the derogatory term " walking simulators" to describe exploration games with little interactivity, though since then, the industry has come to embrace the term. ''Gone Home''s characters and story were praised for addressing
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issues with which some players could identify.


Gameplay

The player takes the role of Katie in the first-person view, who can move around the house and view and interact with objects. There are no defined goals in the game; however, the game encourages and rewards the player when they explore new areas of the house and search for new messages. Much of the interactivity rests upon looking at objects and notes within the house. In order to progress in the game, the player must find certain objects that unlock access to other parts of the house.


Plot

On 7 June 1995, 21-year-old Katie Greenbriar (voiced by Sarah Elmaleh) returns home from overseas to her family's new home in fictional Boon County, Oregon. Her family consists of her father, Terry, a failed writer who makes a living reviewing home electronics; her mother, Janice, a
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ist who recently got promoted to director; and her 17-year-old sister Samantha (voiced by Sarah Grayson). Upon arriving, she finds the house deserted, much of their possessions still in moving boxes, and a note on the door from Sam imploring Katie not to investigate what happened. Searching the house, Katie begins to piece together what happened during her absence. After moving in, Samantha found it difficult to adjust to her new high school, but eventually made friends with another girl, Yolanda "Lonnie" DeSoto, a
JROTC The Junior Reserve Officers' Training Corps (JROTC -- commonly pronounced "JAY-rotsee") is a Federal government of the United States, federal program sponsored by the United States Armed Forces in high schools and also in some middle schools acr ...
cadet. The two bonded over ''
Street Fighter , commonly abbreviated as ''SF'' or スト (''Suto''), is a Japanese media franchise centered on a series of fighting video and arcade games developed and published by Capcom. The first game in the series was released in 1987, followed by six ...
'', punk rock,
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and the burgeoning
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movement, and after sneaking off to a concert, the two became romantically involved. After various incidents at school, Sam's parents found out about her relationship, forbade Sam to close her bedroom door while Lonnie was over, and went into denial that their daughter is a lesbian. As Lonnie was set to eventually ship out to begin her service, Sam was left distraught. Two days after her farewell show, which coincides with the day of Katie's homecoming, and the week of Sam's parents going on a vacation (which is revealed to actually be a counseling trip instead of a camping trip, as they told others), Lonnie departed to her station, but eventually called Sam from a payphone to tell her that she got off the bus in Salem and she wanted them to be together. Sam's final journal entry to Katie explains that she packed up her things and took her car to find Lonnie, hoping to start a new life with her outside of Oregon. But she promises that she will one day see her again. Optionally, Katie can find various other clues that provide information on additional events that happened during the time: it is implied that Janice was beginning to have romantic feelings towards a subordinate, and that Terry was berated by his father via letter about his failed writing work, as well as Sam and Lonnie's suspicion that the house was haunted by the deceased Oscar Masan, Terry's uncle and former owner of the house. It is also implied that Terry's decision to write about a character traveling back in time to 1963 to stop the Kennedy assassination may have been influenced by his own sexual abuse by Masan, which either occurred or ended in 1963, when he was 13 years old.


Development

Fullbright was founded by Steve Gaynor, Karla Zimonja, and Johnnemann Nordhagen as "The Fullbright Company". The three had previously worked together at
2K Games 2K is an American video game publisher based in Novato, California. 2K was founded under Take-Two Interactive in January 2005 through the 2K Games and 2K Sports labels, following Take-Two Interactive's acquisition of Visual Concepts that same ...
on '' BioShock 2: Minerva's Den''. All three were drawn by the prospect of developing an exploration game influenced by ''Minerva's Den'' through a small independent team rather than a large company, and subsequently left 2K Games to form Fullbright. To reduce costs, the team moved into a house together in
Portland, Oregon Portland (, ) is a port city in the Pacific Northwest and the largest city in the U.S. state of Oregon. Situated at the confluence of the Willamette and Columbia rivers, Portland is the county seat of Multnomah County, the most populous ...
, and set up the office in the basement, with ''Gone Home'' being their first game. Gaynor considered their previous work on the ''BioShock'' games as effectively the pre-production stage for ''Gone Home'', allowing them to complete it within seventeen months. The rapid development was aided by first prototyping the game in '' Amnesia: The Dark Descent''s HPL Engine 2 (which Gaynor had prior experience with), before completing the game in the Unity 4
game engine A game engine is a software framework primarily designed for the development of video games and generally includes relevant libraries and support programs. The "engine" terminology is similar to the term "software engine" used in the software ...
. The game's budget was less than $200,000. The initial concept for ''Gone Home'' was for the player to explore a smart house that included a central
artificial intelligence Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech ...
running everything with robots running around to complete tasks. The player would have been able to change the state of the house through their actions; Gaynor compared this idea to a non-combative ''
System Shock ''System Shock'' is a 1994 first-person action-adventure video game developed by LookingGlass Technologies and published by Origin Systems. It was directed by Doug Church with Warren Spector serving as producer. The game is set aboard a space ...
'' game. As they explored this idea, and recognizing the small size of their team, they considered what would change if they made the house more like a regular household without any other characters visibly present, which significantly simplified the development into something more manageable for the team. This created the focus of the game as being "no other people, no other characters, ustyou in a single environment". The reduced scope allowed them to complete the game with the three of them for programming, narrative, and 2D art assets, along with remote work from Kate Craig for the game's 3D modeling. Particularly, the smaller scope eliminated the need for any type of character modeler or animator. Craig's wife
Emily Carroll Emily Carroll (born 1983) is a comics author from Ontario, Canada. Carroll started making comics in 2010, and her horror webcomic ''His Face All Red'' went viral around Halloween of 2010. Since then, Carroll has published two books of her own wor ...
, a comic artist whom Gaynor was a fan of, also assisted by designing some of the game's art asset and logos. Narratively, ''Gone Home'' was designed around family; Gaynor had stated that for all the science fiction trappings of ''Minerva's Den'', its core narrative was about a man, his wife, and how the man's past was affecting that relationship, and used the same approach for ''Gone Home''. They placed the player as one of the members of the family to remove any type of morality of exploring a house that did not belong to them. Additionally, they established that the family had only recently moved into the home; Gaynor had worried that the player would have difficulty identifying key elements that would be present among all the other objects within a well lived-in home, while within a recent move, only objects of immediate importance would have been unpacked, making it easy for the player to focus on these. Fullbright set the game in 1995 because they considered it the most recent year in which technology had not made the majority of communication digital in nature, so that they did not have to account for how digital communication would affect their storytelling, while still keeping elements of the game familiar to players. Another source of inspiration was urban exploration, particularly Japanese ''haikyo'', homes long abandoned due to industrialization. Gaynor said there were mysteries about its residents that people could put together from examining the state of the abandoned home. Gaynor stated that ''Minerva's Den'' was more focused on environmental storytelling than action-driven gameplay, and set the approach and necessary design elements they needed for ''Gone Home''. Other elements that informed ''Gone Home'' from their ''BioShock'' experience was non-linear levels to explore, and discovering narrative elements through audio logs that the player would have to actively seek out, both which supported the exploration elements of the game. Gaynor also considered the approach that
Looking Glass Studios Looking Glass Studios, Inc. (formerly Blue Sky Productions and LookingGlass Technologies, Inc.) was an American video game developer based in Cambridge, Massachusetts. The company was founded by Paul Neurath with Ned Lerner as Blue Sky Produc ...
used for developing
immersive sim An immersive sim (simulation) is a video game genre that emphasizes player choice. Its core, defining trait is the use of simulated systems that respond to a variety of player actions which, combined with a comparatively broad array of player ...
s. One challenge that Fullbright considered was that not every player would necessarily find every narrative clue for the various plot elements, and so it was necessary for them to make the story flexible enough that the player could understand these narratives without necessarily seeing every element they designed. Gaynor was aware this approach to a game would be considered unconventional, so they did not set out to make something avant-garde but instead more as a proof of concept that such games could be immersive to draw the player in to fully explore and come to understand the narrative themselves. The game features music from the
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bands
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and
Bratmobile Bratmobile was an American punk band from Olympia, Washington, active from 1991 to 2003, and known for being one of the first-generation "riot grrrl" bands. The band was influenced by several eclectic musical styles, including elements of pop, ...
; Fullbright knew of their Portland-based label
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, and worked early on with them to secure the rights to the music once they had settled on the locale and time period. After showing the game at Grrrl Front Fest, a Portland riot grrrl music festival, it attracted the attention of a local band, The Youngins, who went on to provide the music for Girlscout, the fictional band in the game. The game's original musical score was composed by Chris Remo, Gaynor's friend and co-host from the ''
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'' podcast, and featuring over 30 minutes of music that accompany the game's main exploration gameplay, with unique music also scored to each of the game's audio logs. A developer commentary mode was added as a free update to the game in October 2013.


Ports

A console version of the game was in development by Midnight City; however, this was later cancelled following Midnight City's closure in March 2015. Later, the development of the console port for
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and
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were switched to
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, and were released on 12 January 2016. These ports included enhanced graphics and audio, and used the updated Unity 5 game engine. ''Gone Home'' was released for the
Nintendo Switch The is a hybrid video game console developed by Nintendo and released worldwide in most regions on March 3, 2017. The console itself is a tablet that can either be docked for use as a home console or used as a portable device, making it a ...
on 6 September 2018 through support of publisher
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. The Switch version includes licensed
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game cartridge artwork on in-game objects, replacing fictional cartridges used in other versions, as part of the game's collaboration with Nintendo. Celebrating the game's fifth anniversary, Annapurna Interactive, in collaboration with
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, announced a limited physical release of the game for the Nintendo Switch, alongside a limited
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release for the game's soundtrack, which launched in 2019.


Reception

''Gone Home'' received very positive reviews from game journalists. At
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, the game holds an 86/100 score based on 56 critic reviews. Emily Morganti for ''
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'' commented that ''Gone Home'' had a "realistic, engrossing story that's beautifully told through environmental clues and audio narration" and that "many people read books for the opportunity to see life through someone else’s eyes, but it’s rare for a game to do it as well as this one does." The ''
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''s Matthew Braga also noted that "This is a game that some will hold up as forward-thinking evidence in the ongoing debate of games-as-art", adding that the game was made to "plumb the depths of experience outside of gaming's typically targeted white, male, youthful core." However, ''
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'' editor Oli Welsh stated "The Fullbright Company has built a fine house for intimate storytelling in games, but it hasn't found the story to live in it yet." The game's LGBT themes were praised. Fullbright reported receiving numerous feedback not only from LGBT players of the game that appreciated how they told the story and how such people have to do deal with rejection by their family, but also from players who had opposed LGBT rights who found the game presented the issues related to LGBT to change their mind on the subject. Fullbright also received some criticism from players from focusing on LGBT themes at the expense of other story elements. Due to statements made by the organizers of
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that Fulbright considered derogatory towards LGBT, the company pulled out of showing ''Gone Home'' at the Indie MEGABOOTH showcase during the 2013 PAX Prime event, stressing the importance of respecting LGBT issues. In the wake of this, PAX announced that it would establish Diversity Hubs at its future events for "attendees to find information related to issues surrounding women, LGBTQ, people of color, disabled people, and mental health issues in gaming". Some reporters have considered the question of whether ''Gone Home'' should be considered a video game, as it lacks the normal interactivity one would normally have with a video game. Gaynor asserted that ''Gone Home'' was specifically developed for the video game medium, stating that they considered it an "edited discussion" between Fullbright and the player, as " e content that you encounter appears differently than for someone else. It is unique to each user and their interpretation. The interactivity of it makes the experience unique to yourself." Gaynor used the example of the ability to turn lights on or off in any room in the house as an example of this. They included this interactivity as they had developed the game, they found that this gave a means for players to track if they had been within a room before or not, since the house starts otherwise dark, so he considered this one method by which they know what players would likely want to do and providing them means for them to do that, thus making the experience interactive. The lack of interactivity led to ''Gone Home'' to be called "walking simulators" at its release, though since then, the industry has come to accept "walking simulators" to describe similarly contemplative narrative games with little direct interactivity, like '' The Stanley Parable'', ''
Firewatch ''Firewatch'' is an adventure game developed by Campo Santo (company), Campo Santo and published by the developer in partnership with Panic Inc., Panic. The game was released in February 2016 for Microsoft Windows, macOS, OS X, Linux, and Play ...
'', and ''
What Remains of Edith Finch ''What Remains of Edith Finch'' is a first-person adventure game developed by Giant Sparrow and published by Annapurna Interactive. The game was released in April 2017 for Microsoft Windows, PlayStation 4, and Xbox One; for Nintendo Switch in ...
''. ''Gone Home''s approach to exploratory storytelling was a point of influence for parts of '' Uncharted 4: A Thief's End'' and ''
Prey Predation is a biological interaction where one organism, the predator, kills and eats another organism, its prey. It is one of a family of common feeding behaviours that includes parasitism and micropredation (which usually do not kill ...
''. ''
Polygon In geometry, a polygon () is a plane figure that is described by a finite number of straight line segments connected to form a closed '' polygonal chain'' (or ''polygonal circuit''). The bounded plane region, the bounding circuit, or the two ...
'' named ''Gone Home'' among most important game of the 2010s for how it shifted games to focus on exploration and narrative over purely active gameplay. Due to both the atypical nature of ''Gone Home'' and its narrative centered around LGBT issues, it became a central point of discussion at the onset of the
Gamergate controversy Gamergate or GamerGate (GG) was a loosely organized online misogyny, misogynistic online harassment campaign and a right-wing backlash against feminism, diversity, and progressivism in video game culture. It was conducted using the hashtag "# ...
in August 2014. A portion of video game players, some who supported the Gamergate movement, criticized games like ''Gone Home'' and ''
Depression Quest ''Depression Quest'' is a 2013 interactive fiction game dealing with the subject of depression. It was developed by Zoë Quinn using the Twine engine, with writing by Quinn and Patrick Lindsey, and music by Isaac Schankler. It was first relea ...
'' for lacking the qualities of normal video games while earning praise from the gaming press, as well as including topics like LGBT issues. Critics countered that these elements are part of considering video games as an art form, demonstrating how the medium is changing.


Sales

By September 2013, Fullbright announced that the game had sold more than 50,000 copies. By February 2014, sales had reached 250,000 copies. By the time of release of '' Tacoma'', Fullbright's second game released in October 2017, ''Gone Home'' had sold more than 700,000 copies.


Awards and accolades

The game was also nominated for "Excellence in Narrative" for the
Independent Games Festival The Independent Games Festival (IGF) is an annual festival at the Game Developers Conference (GDC), the largest annual gathering of the independent video game industry. Originally founded in 1998 to promote independent video game developers, ...
for 2013. ''
Polygon In geometry, a polygon () is a plane figure that is described by a finite number of straight line segments connected to form a closed '' polygonal chain'' (or ''polygonal circuit''). The bounded plane region, the bounding circuit, or the two ...
'' named ''Gone Home'' their Game of the Year for 2013. ''Gone Home'' was nominated for several categories at the 2014
Game Developers Choice Awards The Game Developers Choice Awards are awards annually presented at the Game Developers Conference for outstanding game developers and games. Introduced in 2001, the Game Developers Choice Awards were preceded by the Spotlight Awards, which were ...
, including "Game of the Year", "Innovation Award", "Best Narrative", and "Best Downloadable Game", while Fullbright won as a studio for "Best Debut" for ''Gone Home''. The game won the 2013 British Academy Games Awards for best "Debut Game" while nominated for "Best Story".


References


External links

* {{Official website, https://gonehome.game/ 2013 video games Abandoned buildings and structures in fiction Adventure games Art games Articles containing video clips Exploration video games Fiction with unreliable narrators First-person adventure games Indie video games IOS games LGBT-related video games Linux games MacOS games Nintendo Switch games Video games about the paranormal PlayStation 4 games PlayStation Network games Single-player video games Video games developed in the United States Video games featuring female protagonists Video games featuring non-playable protagonists Video games scored by Chris Remo Video games set in Oregon Video games with commentaries Works set in country houses Windows games Xbox One games Annapurna Interactive games British Academy Games Award for Debut Game winners Spike Video Game Award winners BlitWorks games Video games set in the 1990s Video games set in 1995