Whether it’s an RPG that tells a story over dozens of hours, or a strategy game that takes months to master, games are often a considerable time investment. For many people this is central to gaming’s appeal: nowhere else in art can you find such complete worlds to lose yourself in or such stern challenges to overcome.
Gone Home is coming to consoles after all. After a tumultuous development cycle triggered by Majesco’s financial issues, the critically acclaimed walking simulator will be out for PS4 and Xbox One on January 12, 2016. No Wii U, sadly.
Over the years, humanity has sent a number of people into space to explore and document the far heavens. We’ve seen pictures, videos, and accounts from people that have been to space. But it’s still pretty difficult to imagine life out there, isn’t it?
Pour yourself a damn fine cup of coffee and see how director David Lynch directly influenced 17 games, including Zelda: Link's Awakening, Silent Hills, and Life is Strange. Click annotations throughout to skip spoilers.
Saying a game isn't actually a "game" has become the quick and easy way to deride games we don't like or understand. It's easy to boil down the key concepts of a game and make them sound bad.
Gone Home doesn't have guns, you say? Well now it's got guns and terrorists thanks to a custom CS:GO map by Nipper that turns the Greenbriar's house into a hostage situation.
I am acutely aware of the fact that my heart is beating. Hard.
Indie adventure Gone Home, which made waves last year on PC, is coming to consoles later this year, the developers at Fullbright Games announced today.
Want to play Gone Home but don't want to deal with nonsense like "exploring" and "reading" and "emotional resonance"? Try Gun Home, the downloadable content devised by the fine folks at Dorkly. Because a video game isn't a video game unless you're killing Hitler.
Gone Home sure does provoke some good criticism. This time, the critic in question is noted interactive fiction designer (and Versu co-creator) Emily Short, who has written a lengthy, thoughtful essay about how Gone Home overly relied on backstory—as opposed to active story—and as a result fell short of its potential.
Gone Home, the Fullbright company's evocative house-exploration game, is being remade with an old-school JRPG look. Because why not?
In twenty thirteen, it was a very good year. It was a very good year for video games, with zombies and dames, killing monsters with flames... oh the things we've seen... in twenty thirteen.
Do we grade video games on curve? Do we patronize them? Do we pat them on the head and praise progress over performance? "We" as in me, you and everyone else who loves games. Maybe we're too nice.
Is The Walking Dead a "game"? How about Dear Esther? Gone Home? They're all certainly lovely, heartbreaking experiences, but are they "games"?
Sometimes limitations lead to good things. Sometimes we're at our most expressive when we have to choose our words most carefully. Sometimes it's a good idea to review games using only emojis.
Once in a while, a game comes along that means a whole hell of a lot to you — one you want everybody you know to sit down and play. For me, Gone Home is just such a game.
I've always been pretty good at Magic Eye posters. I even had one in my room as a kid. It was of dinosaurs, I believe, and I got very good at crossing my eyes just so and making the Tyrannosaurs and the Archaeopteryx come to life.