Posts Tagged ‘The Fullbright Company’

Impressions: Gone Home

By Nathan Grayson on November 15th, 2012.

BioShock 2: Minerva’s Den was quite a special thing. It viewed the wildly fantastical world of Rapture through a surprisingly personal, down-to-earth lens, leading to one of the more brilliantly understated conclusions I’ve ever seen in a game. It was, then, with tremendous glee that we collectively squealed when we found out that the main thinkers behind Minerva were forming their own independent studio, The Fullbright Company. But what of their first game, Gone Home, which ups the character-driven mystery drama but throws out the undersea cities and drill arms (there’s not even one!) altogether? Can the seemingly simple act of exploring a house make for a good game? I recently got the chance to take a closer look.

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Fullbright On The Games Gone Home Is And Isn’t Like

By Alec Meer on July 9th, 2012.

Last week, I ran the first half of my recent chat with Steve Gaynor, formerly of Irrational and 2K Marin, and now of indie studio The Fullbright Company – who are working on mysterious, ambitious, suburban-set non-combat first-person game Gone Home. Being as I am an investigative journalist par excellence, I decided that it would be appropriate to spend the second half of the interview forgoing questioning entirely in favour of simply shouting the names of other games at him. Games like Myst, Amnesia, Jurassic Park: Trespasser, Journey and Dear Esther. Rather than hanging up in disgust, he offered fascinating, thoughtful replies on the limits of interactivity in games and the sort of scale Gone Home is intended to operate on.
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Ain’t No Mystery: Fullbright Talks Gone Home

By Alec Meer on July 6th, 2012.

Gone Home is to be the first game from The Fullbright Company, a new indie studio whose formerly mainstream members were previously the prime creators of the excellent BioShock 2 add-on Minerva’s Den, as well as working on assorted other 2K projects. I had a chat with Mr Fullbright himself, Steve Gaynor, about their highly intriguing but equally mysterious non-combat first-person game. Why ditch the guns? Why leave cushty industry jobs to do this? How abstract will it be? How much can the physics be abused? I also made some sweeping generalisations about Columbo.
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Gone Home: Fullbright Shine A Light On Their 1st Game

By Alec Meer on May 8th, 2012.

somebody needs to buy a couple of 100W lightbulbs. 'Fullbright' my arse.

Last week brought very exciting news: I bought a new clock for my wall. Also, that the core team behind the rather good Minerva’s Den add-on for BioShock 2 had gone their own way, founding indie dev The Fullbright Company with the full and noble intention of making a non-violent first-person game as their first project. Today brings yet more exciting news: I’ve just picked up some Euros for my holiday in Greece next week. Also, that the Fullbright Company have just announced and detailed said non-violent first-person game.

It’s called Gone Home, and it’s all about “exploring a modern, residential locale, and discovering the story of what happened there by investigating a deeply interactive gameworld.” It looks and sounds at least 9 intruigings about of a possible 10, even if it yet remains largely as mysterious as a cat’s inner thought processes.
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Minerva’s Decree: Lo, The Fullbright Company Is Formed

By Alec Meer on April 30th, 2012.

So the first game will be about a sentient light bulb?

Just a quick one as a) I don’t have much information for you as yet and b) I managed to hit my head on my own desk really hard earlier and need a lie down, but I thought perhaps some of you would be interested to hear news on The Fullbright Company, aka what the lead designer of the excellent Minerva’s Den add-on for BioShock 2 did next.

After working on assorted BioShocks at 2K Marin and then Irrational, Steve ‘Fullbright’ Gaynor got back together with fellow ex-Marin types and Minerva collaborators Johnnemann Nordhagen and Karla Zimonja, and they’ve set up this new indie studio based out of Portland, Oregon. “We missed working on a small team, on a small project, focused on telling a personal story in a player-driven way. We wanted to do that again. It was fun last time.”
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