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Gone Home

Gone Home review

Where the heart is

126

3 years ago

Feature: 29 columns about sexuality, love and lust

The Complete S.EXE, Cara Ellison’s Series About Games, Sex and Relationships

From 2014-2015, RPS's Senior Scottish Correspondent Cara Ellison wrote S.EXE, 29 columns about games about sex, games about love, games about the space in between those two things, games about sexuality, and games about schlongs. Unfortunately the series is on indefinite hiatus as Cara takes a break from writing about games after her spectacular but surely exhausting Embed With... project, but whether you missed it…

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4 years ago

Feature: "It’s definitely about the lives of the people that inhabit this station"

You Can Go Home Again: Fullbright Talk Tacoma

Earlier this month, Gone Home developers Fullbright dropped a trailer for their follow-up, Tacoma. It's set on a space station! People talk to each other! The gravity ain't all there! There's a toilet! And, er, that's about all we found out. So let's find out some more, by talking to Fullbright's Steve Gaynor. Discussed: micro-gravity, Demolition Man, Chris Hadfield, being 'socially conscious' devs, accidental BioShock…

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Feature: The Top Gun Of Videogames

S.EXE: Gone Home

Quentin Tarantino has a monologue about Top Gun in the little-known Hollywood metamovie Sleep With Me. In it, Tarantino discusses in his typical teenage terminology how Top Gun, as well as being a romantic Cold War macho-off, is a film about the main character coming to terms with his own homosexuality. Tarantino names this subtextual narrative 'fucking great' and 'subversive'. But it would probably have…

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Feature: Creeping With The Fishes, Pt 1

SOMA’s Grip On BioShock Comparisons, Indie Influences

SOMA didn't scare the scuba suit off me, but I did find a creeping sort of potential in its soaked-to-the-bone corridors. Amnesia: The Dark Descent 2 this ain't. Or at least, it's not aiming to be. Currently, it still feels a lot like a slower-paced, less-monster-packed Amnesia in a different (though still very traditionally survival-horror-y) setting, but Frictional creative director Thomas Grip has big plans.…

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5 years ago

Feature: Moving Out, Moving Up, Moving On

Fullbright On Life After Gone Home, Their Next Game

Gone Home was an inspired, beautifully heartfelt thing that clearly had a profound affect on people of multiple codes and creeds. It was powerful, delicate, and... we've probably said everything about it that it's possible for one website largely made up of hairy men to say. At some point, it becomes time to move forward and explore new territory. That's exactly what Steve Gaynor, Karla…

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Feature: Busman's Holiday

Wot I Did On My Staycation

As you didn't notice, I've been away for the last three months, to focus on helping raise the child which will one day destroy the universe. In between prising the crushed, partially-chewed remains of smaller star systems from her tiny, iron grip, I managed to play a few videogames. Some for a while, but most only for a couple of hours. Despite myself, it was…

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Feature: Home again

Level With Me, Steve Gaynor

Level With Me is a series of interviews with game developers about their games, work process, and design philosophy. At the end of each interview, they design part of a small first person game. You can play this game at the very end of the series. Six years ago, Steve Gaynor started as a level designer at Timegate Studios on the F.E.A.R. Perseus Mandate expansion…

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Feature: Leaving The Nest

Fullbright On What Lies Beyond Gone Home

Gone Home has been out for a little while now, and in that time it has captured the heart of literally every human being on Earth. Also Alec, but we don't really know what manner of creature he is. So then, what's Fullbright up to these days? Resting on its laurels? Basking in the motivation-searing afterglow of past success? Finally realizing that - oh crap…

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Feature: Haptically Ever After

Indies On SteamOS, Pt 2: Linux, The Controller

Valve? Making its own OS for living rooms? Madness. Pure, coldly calculated and entirely premeditated madness. But SteamOS' success is far from guaranteed, and it's got some serious hurdles to overcome before it can establish a New World Order. Last time around, I gathered developers of games like Project Eternity, Gone Home, Mark of the Ninja, The Banner Saga, and Race The Sun to discuss…

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Feature: Redlight, Greenlight

Indies On SteamOS, Pt 1: ‘Openness,’ Potential Pitfalls

You probably haven't heard, but Valve's officially going forward with its plan to launch its own Steam-centric OS, living room hardware, and a crazy, touch-pad-based controller to back it all up. I know, right? It's weird that no one has been talking about it incessantly. But while Valve preaches openness and hackability, it's downplayed an ugly reality of the situation: smaller developers still face a multitude…

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Feature: So-called lives

Gone Home: A Tale Of Two Dads

Entirely understandably, the bulk of the deservedly rapturous reception to Gone Home has focused on its unseen narrator Sam, a teenage girl who gradually and powerfully documents her timeless emotional and social trials. While it was certainly the dénouement of Sam's tale that prompted open tears from me and that will, I sincerely hope, see this game reach a wide audience of human beings, there…

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Feature: “The coolest new cordless phone!”

Steve Gaynor On The Weirdness Of Gone Home

There's a weird tension to Gone Home. On the one hand it should be the most normal thing in the world: an American household. On the other, well, it's unusual for games to try and tell stories about everyday lives. But that's precisely what it does, and that's just part of what makes it so beautifully weird. I met Fullbright's project lead, Steve Gaynor, and…

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6 years ago

Feature: Home Is Where The Family Isn't, Pt 2

Fullbright On Personal Stories, The FemShep Conundrum

Yesterday, we brought you word of many important things about The Fullbright Company's brilliant-looking Gone Home - for instance, how many guns it will have. I also laid eager hands upon it, if you'd like to know how exactly a first-person '90s-family's-hidden-mysteries-uncover-er works. All of which brings us the second installment of my interview with Steve Gaynor and the rest of Fullbright's merry troupe. Today,…

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Feature: Home Is Where The Family Isn't, Pt 1

Fullbright On The ’90s, How Many Guns Gone Home Has

I recently had the privilege of putting on my '90s-appropriate detective hat and rifling through all sorts of (metaphorical - and some literal) dirty laundry in The Fullbright Company's Gone Home. It felt a bit like a blend of Fallout 3's environmental sleuthing and BioShock 2: Minerva's Den's brilliantly down-to-earth approach to storytelling. In other words, I resented Fullbright co-founder Steve Gaynor for eventually ending…

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Feature: Enraptured

Impressions: Gone Home

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…

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Feature: "You don’t have to play the piano to launch a rocket ship"

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

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…

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Feature: First-person observer

Ain’t No Mystery: Fullbright Talks Gone Home

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…

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Gone Home: Fullbright Shine A Light On Their 1st Game

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…

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