Simple, Visceral Art – Gone Home: Console Edition Review

<p>The release of <em>Gone Home<&sol;em> in August of 2013 caused a ripple in the video game industry&comma; with critics and gamers alike buzzing about a unique and interactive story game on the PC&period; Two and a half years &lpar;and a cancelled console port&rpar; later&comma; and The Fullbright Company has finally managed to bring <em>Gone Home<&sol;em> to PS4 and Xbox One&period; <em>Gone Home&colon; Console Edition<&sol;em> succeeds at maintaining the simplistic gameplay and effective storytelling of the PC version while bringing the revolutionary title to new audiences&period;<&sol;p>&NewLine;<p>Full spoilers for <em>Gone Home<&sol;em> will be discussed in this review&period; If you have not yet experienced <em>Gone Home<&sol;em> for yourself&comma; go do so&period; It is an experience worth having on your own first&period; Then come back and join us as we explore the ins-and-outs of The Fullbright Company&&num;8217&semi;s extraordinary game&period;<&sol;p>&NewLine;<p><strong>&lbrack;Spoiler Warning&rsqb;<&sol;strong><&sol;p>&NewLine;<p>The story behind the making of <em>Gone Home<&sol;em> is just as fascinating and&comma; arguably&comma; just as important as the story the game itself shares&period; Some necessary history&colon; Steve Gaynor&comma; Karla Zimonja&comma; and Johnnemann Nordhagen met at 2K Marin working on <em>Minerva&&num;8217&semi;s Den<&sol;em>&comma; a DLC single-player expansion for <em>Bioshock 2<&sol;em>&period; After working on <em>Bioshock Infinite<&sol;em> with Irrational Games&comma; Steve Gaynor moved back to Portland&comma; rented a house with Zimonja and Johnnemann&comma; and thus began The Fullbright Company&comma; their new development team named after Gaynor&&num;8217&semi;s old developer blog&period; &lbrack;For a full interview with Gaynor on the history behind The Fullbright Company and <em>Gone Home<&sol;em>&comma; check out Kinda Funny&&num;8217&semi;s podcast <a href&equals;"https&colon;&sol;&sol;youtu&period;be&sol;NM6QiASs8Dw" target&equals;"&lowbar;blank" rel&equals;"noopener noreferrer">here<&sol;a>&rsqb;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;97988" aria-describedby&equals;"caption-attachment-97988" style&equals;"width&colon; 1280px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-97988" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;01&sol;04085617&sol;newen&period;jpg" alt&equals;"Gone Home" width&equals;"1280" height&equals;"861" &sol;><figcaption id&equals;"caption-attachment-97988" class&equals;"wp-caption-text">Gaynor&comma; Zimonja&comma; and Nordhagen at their house in Portland&period; &lpar;The Fullbright Company&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>This raw dedication to small team game development paid off&period; On August 15th&comma; 2013&comma; The Fullbright Company released <em>Gone Home<&sol;em>&comma; and the game was a critical success&comma; receiving many 9&period;5s and 10s from big name organizations such as IGN&comma; Polygon&comma; and Giant Bomb&period; The game&&num;8217&semi;s success became a boon for The Fullbright Company&comma; and the team later added additional content such as a commentary mode &lpar;which also&comma; thankfully&comma; appears on the console edition&rpar;&period;<&sol;p>&NewLine;<p>In March of 2015&comma; the planned console port of <em>Gone Home<&sol;em> was cancelled after producing company Midnight City closed their doors&period; However&comma; in December of 2015&comma; The Fullbright Company surprised everyone by announcing <em>Gone Home&colon; Console Edition<&sol;em>&period; The team had shown their intense dedication to the world yet again&comma; having taken it upon themselves to port <em>Gone Home<&sol;em> from PC to PS4 and Xbox One&period; This port includes an upgrade to the game engine from Unity 4 to Unity 5 and enhanced controls for a handheld controller&period;<&sol;p>&NewLine;<p>But enough history&period; <em>Gone Home&colon; Console Edition<&sol;em> has arrived on living room consoles everywhere&comma; bringing the atmospheric and stunning story to brand new audiences two and a half years after its initial release&period; <em>Gone Home<&sol;em> tells the tale of the Greenbriar family as Katie Greenbriar explores their empty home in Portland&comma; Oregon&period; Katie has returned home from a year long trip in Europe to find her family&&num;8217&semi;s home abandoned&period; Through simple yet effective game mechanics the player explores the four floors of the house to piece together&comma; not only where her family has gone&comma; but the dramatic tale of Katie&&num;8217&semi;s younger sister&comma; Sam&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;97989" aria-describedby&equals;"caption-attachment-97989" style&equals;"width&colon; 1280px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-97989 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;01&sol;04085607&sol;2038354-690564&lowbar;20130503&lowbar;003&period;jpg" alt&equals;"Gone Home" width&equals;"1280" height&equals;"720" &sol;><figcaption id&equals;"caption-attachment-97989" class&equals;"wp-caption-text">Exploring rooms such as Sam&&num;8217&semi;s not only reveals clues about the story&comma; but the characters personalities as well&period; &lpar;<em>Gone Home<&sol;em>&comma; The Fullbright Company&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>The ways in which <em>Gone Home<&sol;em> excels are evident from the start&period; The game relies on simplicity and elegance in its structure and concept&period; The plot progresses only as the player pieces together the story through clues and audio journals narrated by Sam&period; Different parts of the house open up for exploration in intelligent ways so that the story progresses correctly&comma; but it always feels as though the player is in full control of discovering the story&period; There is no combat&comma; no expansive menus&comma; not even any other in game characters&period; The entire game is built around discovering the story&period;<&sol;p>&NewLine;<p>The story&comma; the heart and soul of <em>Gone Home<&sol;em>&comma; is a double-edged sword&period; In one aspect&comma; the story of the game is revolutionary and thought-provoking&period; Plot A delves into Sam&&num;8217&semi;s developing sexuality and homosexual relationship with a girl named Lonnie&period; Setting the game in 1995 was a brilliant choice for two reasons&colon; 1&rpar; It eliminates most electronic communicative devices from the equation&comma; allowing the player to take in the story organically through written notes &lpar;among other means&rpar;&comma; and 2&rpar; it means that Sam&&num;8217&semi;s homosexuality brings about major problems within the Greenbriar family&period; Her parents don&&num;8217&semi;t approve of her sexual preferences&comma; flat-out denying the reality of the situation&period;<&sol;p>&NewLine;<p>Plot B explores Sam and Katie&&num;8217&semi;s parents and their tumultuous relationship&period; The audio journals really only give insight into Sam&&num;8217&semi;s personal story&comma; leaving the story of mom and dad to be discovered through physical clues such as letters from family friends&comma; marked dates on calendars&comma; pamphlets regarding couples retreats&comma; and even a used condom&period; Though nothing is ever explicitly defined&comma; a few things are clear&colon; Terry &lpar;the father&rpar; is a struggling writer burdened by a difficult relationship with his father and a failing marriage with his wife&comma; Janice &lpar;the mother&rpar;&comma; who may or may not be cheating on Terry with a co-worker&period; Piecing together the issues within the family without written or audible affirmation is a fulfilling treat through the game&&num;8217&semi;s 2 hour run time&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;97990" aria-describedby&equals;"caption-attachment-97990" style&equals;"width&colon; 1280px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-97990 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;01&sol;04085552&sol;2050315-690564&lowbar;20130814&lowbar;005&period;jpg" alt&equals;"Gone Home" width&equals;"1280" height&equals;"720" &sol;><figcaption id&equals;"caption-attachment-97990" class&equals;"wp-caption-text">Sam is sorely misunderstood by her parents&period; &lpar;<em>Gone Home<&sol;em>&comma; The Fullbright Company&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>As enjoyable as that is&comma; however&comma; it&&num;8217&semi;s the audio journals&comma; narrated by Sam&comma; that truly elevate <em>Gone Home<&sol;em> from being a great game to being a work of art&period; Sarah Grayson&comma; the voice of Sam&comma; and Chris Remo&comma; the composer of <em>Gone Home<&sol;em>&&num;8216&semi;s atmospheric and dream-like score&comma; weave a web of brilliant artistic performance across the canvas of the game&period; Grayson&&num;8217&semi;s monologues shine through the darkness of the house like a beacon&comma; always gentle&comma; inviting&comma;  and successful in creating a real and visceral connection between the player and Sam&period; Remo&&num;8217&semi;s underscoring is marvelous&comma; causing the heart to ache at the truthful and innocent stories Grayson seems to share from her heart &lbrack;You can listen to Remo&&num;8217&semi;s ambient score <a href&equals;"https&colon;&sol;&sol;chrisremo&period;bandcamp&period;com&sol;album&sol;gone-home-original-soundtrack" target&equals;"&lowbar;blank" rel&equals;"noopener noreferrer">here<&sol;a>&rsqb;&period;<&sol;p>&NewLine;<p>The final aspect of the story that demands to be recognized is how the ambiance and atmosphere of the game warps the player&&num;8217&semi;s perception of the house and story throughout the entire experience&period; Few games achieve the same level of terror as <em>Gone Home<&sol;em> does when the lights suddenly shut off on you and thunder rolls as you stand alone in a dark stairwell&period; Remo&&num;8217&semi;s soundtrack often cuts out to an eery silence&comma; and a third subplot regarding the psycho uncle Oscar his ghost haunting the house keeps the players heart racing&period; The juxtaposition between horror and drama is <em>Gone Home&&num;8217&semi;<&sol;em>s key to success&colon; it opens the player up to receiving the full effects of Sam&&num;8217&semi;s journey&period;<&sol;p>&NewLine;<p><em>&lbrack;Personally&comma; as I slowly made my way into the dark basement&comma; I was astounded to be struck with images of my old childhood basement as a wave of familiar childlike fear overcame me&period; It was in this moment that I truly appreciated Gone Home&&num;8217&semi;s simple approach&colon; to fill this beautiful world and story with ghosts or monsters would be to delude the game&&num;8217&semi;s strongest asset&colon; the ability to build such a visceral connection with the player&period;&rsqb;<&sol;em><&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;97992" aria-describedby&equals;"caption-attachment-97992" style&equals;"width&colon; 1280px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-97992 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;01&sol;04085538&sol;2018736-690564&lowbar;20121114&lowbar;008&period;jpg" alt&equals;"Gone Home" width&equals;"1280" height&equals;"720" &sol;><figcaption id&equals;"caption-attachment-97992" class&equals;"wp-caption-text">The darkness in the game can sometimes feel like a character all its own&period; &lpar;<em>Gone Home<&sol;em>&comma; The Fullbright Company&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>The downside of <em>Gone Home<&sol;em>&comma; and arguably the only downside at all&comma; is that the story is told in a time where some of the impact may be lost&period; The constant cloud of fear and foreboding hovers over the house&comma; setting the game up for a dramatic and horrifying ending that never arrives&period; This&comma; in and of itself&comma; is not a negative aspect of the game&comma; and may in fact be one of <em>Gone Home<&sol;em>&&num;8216&semi;s biggest strengths&period; The downside is that a lesbian relationship&comma; a couple going through difficult struggles in their marriage&comma; and a runaway punk teen are no longer particularly shocking or surprising&period; The game&comma; outside of tricking you into thinking that something different or horrible may have happened&comma; never really has anything unique or overly special to say&period;<&sol;p>&NewLine;<p>However&comma; that does NOT mean that the story of Sam Greenbriar is not worth telling&period; <em>Gone Home<&sol;em> is not only artful&comma; but necessary in the way it demands change from the video game industry&period; Video games have come a long way from the days of Pong and the Atari&period; <em>Gone Home<&sol;em> is by no means the first game to explore the possibility within video games to express truly moving stories&comma; but it undoubtedly takes the concept to a new level&period; Even if the story is not particularly unique or deep&comma; it moves and affects people through the importance it places on itself&comma; the masterful performances of the actors and artistic team&comma; and the simple elegance of its gameplay&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;97993" aria-describedby&equals;"caption-attachment-97993" style&equals;"width&colon; 1280px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-97993 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;01&sol;04085523&sol;2018730-690564&lowbar;20121114&lowbar;002&period;jpg" alt&equals;"Gone Home" width&equals;"1280" height&equals;"720" &sol;><figcaption id&equals;"caption-attachment-97993" class&equals;"wp-caption-text">There is so much detail and depth in characters you never meet&period; &lpar;<em>Gone Home<&sol;em>&comma; The Fullbright Company&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>The other standards by which games are judged and reviewed take a backseat to the story in <em>Gone Home&comma; <&sol;em>but are exceptionally met nonetheless&period; The graphics&comma; brought to life by the Unity Engine&comma; are crisp and detailed&period; The sound design supports Remo&&num;8217&semi;s soundtrack with gentle rain&comma; the occasional terrifying lightning strike&comma; and contextually resonant punk music &lbrack;The punk music and bands featured in the game deserve a google search on your part&comma; trust me&period; Check out The Youngins&comma; who play the role of the game&&num;8217&semi;s fictional band&comma; <a href&equals;"https&colon;&sol;&sol;theyoungins&period;bandcamp&period;com&sol;" target&equals;"&lowbar;blank" rel&equals;"noopener noreferrer">here<&sol;a>&rsqb;&period; The gameplay itself is simplicity defined&comma; yet it succeeds in serving the story and atmosphere&comma; which is of the utmost importance&period; The controls are natural and instinctual&comma; and never get in the way of your experience&period;<&sol;p>&NewLine;<p><em>Gone Home&colon; Console Edition<&sol;em> also brings along modifiers and a commentary mode from the PC version&period; These modifiers&comma; such as beginning the game with all of the lights on or with all of the doors unlocked&comma; are excellent for players returning for a second visit to the Greenbriar home and wishing to search for things they may have missed the first time around&period; The commentary mode includes pop-ups throughout the house that the player can click on to trigger an audio track&period; These tracks of the development team describing their experience and secrets within the game add a real layer of depth to the project&period;<&sol;p>&NewLine;<p><em>Gone Home<&sol;em> isn&&num;8217&semi;t necessarily a game in the traditional sense&comma; but rather a visceral theatrical experience&period; The world that the Fullbright team has created is one which serves to tell an important story&comma; even if the story lacks some depth and originality&period; The gameplay is elegantly simple&comma; the performances are artfully portrayed&comma; and the terrifying atmosphere effectively serves to guide the player to a resonant conclusion&period; <em>Gone Home<&sol;em>&comma; without question&comma; deserved all of the praise it garnered back in 2013&comma; and <em>Gone Home&colon; Console Edition<&sol;em> maintains the truth and heart of the experience while bringing it to new audiences&period;<&sol;p>&NewLine;<hr &sol;>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p style&equals;"text-align&colon; center&semi;"><em><strong>A PS4 Code for Gone Home&colon; Console Edition was provided by The Fullbright Company for the purpose of this review<&sol;strong><&sol;em><&sol;p>&NewLine;

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