Posts Tagged ‘Gone Home’

Fullbright: Tacoma’s BioShock Similarities “Not Deliberate”

Gone Home developers Fullbright have shed a little more light on their so-far cryptic follow-up, Tacoma. The space station-set exploration title is due for release in 2016, but gave away little in its announcement trailer. In a forthcoming interview with RPS, Fullbright’s Steve Gaynor revealed that “you can tell from the teaser that it’s in micro-gravity; stuff is floating around. And some of the implications that has for the relationship that the player can have to the space that you’re exploring, that you couldn’t have in a terrestrial setting, is really exciting to us.”
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S.EXE: Gone Home

gross GROSS

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 been much more subversive had it actually been text and not subtext. In game terms, that narrative probably would have been The Fullbright Company’s Gone Home. Yeah I said it. Gone Home is a more explicit Top Gun.


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Self-Interviewing Devs: Proteus And “Walking Simulators”

I've returned to this particular Proteus island many times. But am I simulating walking or exploring or wandering or dreaming or?

I’ve discovered a novel way to conduct interviews: tweet vaguely about something you’re interested in, then wait for two game designers you like and respect to have a chat about it and send you the logs. I carefully laid my bait: “I use ‘walking simulator’ warmly and earnestly. I adore walking around looking at stuff and reflecting. Walking is great! Sim it to the max.”

The trap snared my chums Ed Key and Ricky Haggett. Ed created walking simulator Proteus while Ricky is working on Hohokum, a dicking-about sim for PlayStations which might, with fewer puzzles, be called a walking simulator. Unsuspecting, they discussed Proteus, the ‘genre,’ exploring and wandering, and what a “walking simulator” even is. Afterwards they decided “Just email it to Alice,” rather than blog about the chat themselves. “She can turn it into ‘news,'” they said. Suckers!

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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. I spoke with him about how he hopes to evolve the game, inevitable comparisons to the Big Daddy of gaming’s small undersea pond, BioShock, why simple monster AI is better than more sophisticated options, the mundanity of death, and how SOMA’s been pretty profoundly influenced by indie mega-hits like Dear Esther and Gone Home.

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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 Zimonja, and the rest of the Gone Home team are doing right now: exploring. They don’t know precisely what form their next game will take just yet, but in a lengthy (and frankly, often very silly) interview, they let me inside their creative process. Go below to find out what lies beyond Gone Home for the Fullbright Company. 

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Complimenti, Bella Atmosfera: Forgive Me

I’m firing blind to some degree here, as 1) the trailer’s in Italian 2) the website’s poorly translated and 3) the demo they sent me a) isn’t made public yet and b) doesn’t include much more than going for a walk.

However 1) That and the cheesy music reminds me of Inspector Montalbano 2) well, this one’s no bastion of English grammar either 3) a) most of it’s in the below video b) I like going for a walk.

While Dear Esther, Proteus and Gone Home comparisons are likely unavoidable, Forgive Me is more precisely a semi-open world adventure game about suicide, mystery and a spooky, possibly mystical tower in some very pretty but bleak countryside that reminds me a little of Morrowind.
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Wot I Think: The Novelist

The Novelist is a narrative-led, sort-of-stealth, sort-of-point’n’click-adventure game by Deus Ex: Invisible War, Thief: Deadly Shadows, and BioShock 2 dev Kent Hudson (with playtesting help from a remarkable number of renowned developers, according to the credits) in which you direct and decide the fate of a tormented family who’ve gone to stay in a remote house for the Summer, in an attempt to resolve their respective career and relationship difficulties. But they are not alone…
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