Tag Archives: exploration

Second-guessing all my choices in The Novelist

gd impressions the novelist screen2

I myself am not a novelist, though I’ve taken a stab at completing several books, one of which still lingers in the back of my mind as something decent or, at the very least, worth finishing off. That said, I have had some short stories published over these past years of my capricious life–hey, check out “Opportune” in the Triangulation: Lost Voices anthology, being sold over at that Amazon dot com site–and do grok a bit of the internal struggles that come with balancing time with creativity and drive, in terms of producing something.

That’s what’s at the heart of The Novelist–balance. This 2013 game about life, family, and the choices we make comes from Kent Hudson and Orthogonal Games and packs quite a wallop. Maybe not for everyone, but certainly for me, an introvert who spends far too much time worrying about decisions, both past and those still to happen, and whether anything could have been or be different. I will most likely only ever play this game once, and so the decisions I made for the Kaplans are final and finite, never to play out differently. Let me set up the plot for y’all…well, at least how it starts.

The Kaplans are on vacation in an isolated house on the coast. Novelist Dan Kaplan hopes the time away will not only reconnect them all, but also defeat his crippling writer’s block, which is stopping progress on his next book. Dan’s wife Linda wants to work on their failing marriage, as well as develop a career as a painter. Their son Tommy is incredibly lonely here and desperate to gain his father’s attention. Also, the house is haunted, and you play as this spiritual incarnate, listening to the family’s thoughts and influencing the decisions the family makes over the course of the summer. More on that last bit…in a bit.

The Novelist has two styles of play: stealth or storytelling mode. I went with the former, since it seemed to add more to the gameplay, wherein you actually have to be careful not to make yourself known to the house’s inhabitants, otherwise you can’t read their thoughts and help influence them in a certain direction. As a ghost, you can travel–and safely hide–in lights, but you can also exit light fixtures to move around the home, and this is when you need to be aware of where Dan, Linda, and Tommy are at all times. If they see you, they’ll become suspicious, and if you can’t hide fast enough, they’ll eventually be spooked to the point of no return. Without this element, I feel like The Novelist would simply be an interactive story, which is not a deal-breaker at all, but trying to remain hidden at least adds some tension while searching the home for clues.

The Novelist is separated into chapters, and in each one, you must gather clues and listen to the family’s thoughts to learn about their lives and true desires. Once you are ready, you must make a decision, which means selecting one person’s desire over the other two, which often leads to disappointment on their parts. If you found enough clues, you can make a single compromise, which means it’s only half disappointing and probably better than nothing. For one chapter, I forgot to make a compromise before whispering my ghostly choices into Dan’s ear as he slept, and I’ve felt horrible ever since–someone else could have at least be minutely happier, if not happy, and I funked it up.

Anyways, your decisions then affect the next chapter and how the characters feel and move on with their days. You’ll read letters and notes that give you a glimpse of the repercussions you’ve created, as well as feel like a sad sack of slop every time you spy one of Tommy’s crayon drawings. At night, after you found all the clues and selected your decision, you get to wander the house freely as everyone sleeps, coming across spiritual journal entries of people that once lived in the house; I found this to be the least interesting aspect of The Novelist, and it felt like a forced way to explain how the home became haunted by a spirit. All I was concerned about was the here and now, the current happenings.

Ultimately, from The Novelist I learned that I’m probably going to be a terrible parent. Many of Tommy’s issues, such as wanting to build a toy car or look for arrowheads in the woods, seemed trivial when compared to fixing Dan and Linda’s marriage or Dan making progress on his next novel, which, as an author, is his job and future income and security. So Tommy got left out for a lot of the game, except later when I did make his education a top priority for the family. Still, there were ups and downs across the whole summer, and while things turned out okay-ish for everyone involved, I still wonder if I could have done a better job of manipulating them towards happiness.

The Novelist will not blow anyone away with its visuals, but the writing and solid voice acting really help bring the Kaplans to life, in a way that makes their dreams and desires feel tangible–and thus more heartbreaking when you steer them off the path. I highly recommend it to anyone interested in choice, as this is basically those big moments in Mass Effect and Telltale’s The Walking Dead, but from beginning to end, and much more mundane. It’s all the more believable despite the magic whispering ghost zipping from lamp to lamp and hiding in bathrooms, which never seemed to get visited, to not get spotted.

If Salvador Dalí ever made a videogame, it’d be Off-Peak

off-peak-screenshot4

There’s nothing to be ashamed about here, but I love the so-called “walking simulators,” a sub-genre dubbed during the Gone Home debates of 2013 over whether such-and-such was worthy of being called a videogame. I get that these more methodical, gun-less experiences are not every gamer’s cup of button-pushing tea. I can understand that, but for me, plopping me down in some new and untouched world and asking me to simply walk around it, slowly, and see how it ticks is one of the greatest joys videogames can give me. Heck, for most of my many early hours in Elder Scrolls III: Morrowind, I just walked from town to town via the king’s road, scouring houses and bookshelves and talking to citizens, avoiding fights at all cost. I didn’t actually want to be a wizard or warrior, simply a man or woman (or cat being) with plenty of curiosity and the means to travel the world.

That said, not all walking simulators are equal, as I found Dear Esther beautiful but boring. Seems like I need either a lot of things to examine in close detail as in Gone Home or something zany to happen every three footsteps like in Jazzpunk to keep me actively engaged. Off-Peak from Archie Pelago cellist Cosmo D is more of the former than the latter of that previous statement, but the stuff you are examining is so bizarre and jarring that you can’t help but walk around in a daze–eyes wide, mouth agape, brain nearly breaking. It instantly reminded me of the first time, as a wee boy, I got my hands on a book of paintings by Salvador Dalí, the Spanish artist and Surrealist movement leader best known for his depictions of melting clocks. I was young, a dedicated reader to all things cute, cuddly, and in the comics section of the Sunday newspaper, and then suddenly I was slept away into a foreign land, where the common quickly became uncommon.

Off-Peak is a short first-person adventure game, centered around a train station. You, whoever you are, must gather up pieces of a torn train ticket and move on with your life; as you search this giant area and its subsequent nooks, crannies, and hidden passageways, you’ll run into a number of colorful characters, as well as witness equally as colorful art, whether in statue, painting, or graffiti form. What’s really nice is that this world is yours to explore at your own speed, in any direction–the ticket pieces can be collected in any order. Quickly, you’ll discover that things in Off-Peak are a bit…off (peak), a world where the fate of musicians and artists is unclear, but their tools are highly praised and desired. Meanwhile, the sprawling train station provides a handful of food and entertainment spots for every kind of commuter to help pass the time between rides. Naturally, someone is reaping the benefits of such a money-making hub, and you’ll end up crossing paths with this element before the end.

I did not understand the story, nor the dressings around it, but it all remained fascinating nonetheless. The board game room, the ramen noodle shop, the Chinese garden filled with strange shapes and statues…I couldn’t help but drink it all in. Even the part where you climb a set of stairs for seemingly forever with nothing much to see, only a smooth electronica jazz soundtrack to pepper your footsteps. Considering the game was made by a musician, music plays a vital part to both the narrative and exploration, and I found nothing to dislike.

Undoubtedly, Off-Peak is not for everyone. It is a collage of sights and sounds, with nothing traditional to it, unless you believe walking around a space to be a standard classic of the industry. Um, which I do. The game’s conclusion didn’t satisfy me from a story perspective, but again, that wasn’t what I was digging for here from step one. However, if any of what I’ve written about has got you all tingly on the inside, then do yourself a favor, grab a copy of the game over at itch.io, and lose yourself in another realm for an hour or so. Wall art will never be the same afterwards.

2015 Game Review Haiku, #25 – Off-Peak

2015 gd games completed off-peak

Search for ripped ticket
In the strangest transit hub
This side of oddness

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

Naut wants to know if there is life on Mars

overall naut impressions gd

Let’s see. I’ve experienced Scribblenauts from its earnest beginnings to its later, mega-popular forms, thought not all of ’em. I’ve also played Outernauts though Insomiac decided to take it all down off of Facebook some time back. A part of me would eventually like to try out Treasurenauts. Until then, at least I can say I played Naut, which, if keeping with the theme, should have been more amusingly titled as Nautnauts. I don’t know. I think every game title should end with the nauts suffix; yes, even you, Chrono Cross.

Anyways, the stylistic and explorative Naut is from Lucie Viatgé, Tom Victor, and Titouan Millet, members of the Klondike collective. According to their website, they come from the north of France and are not (er, naut) in fact a delicious ice cream treat that comes in over two dozen flavors and includes choco tacos, ice cream sandwiches, and stickless bars. I’m not familiar with too much of their other game work, but if it is anything like Naut, count me in. Or, at the very least, count me in to begin sifting through their, surprisingly, large backlog.

What is Naut all about? That’s not really something easily answered. You might as well be asking about the meaning of life. Let me steer you in a direction though using the developers’ own words: wander around, drive through the desert, hear what the cosmos has to tell you. While some elements might remain the same, everyone’s experience with Naut will be slightly different. For me, I immediately took our leading astronaut and goofily ran him/her over to the car, and then proceeded to drive around Mars and see its sights. Which consisted of strange plants, additional houses with odd inhabitants, and large rock formations, as well as a lightning storms. I watched the day turn into night and then back into day. Lastly, before deciding I had seen my fill of the Red Planet, I honked my car’s horn enough times to lift both it and its drive high into the air, far enough to no longer be able to see the alien ground below; naturally, I had the astronaut exit the vehicle and fall to his/her…feet. Yup, no fall damage, no fall physics–but that’s okay. It was still a beautiful descent.

Visually, I think Naut is out of this world, pun fully and gleefully intended. It’s a whole lot of pink and pastels for this Martian frontier, but it works, presenting this unknown planet as friendly and inviting, something you shouldn’t be scared to explored. You should be excited, like a kid getting a birthday gift early. The piano-lead soundtrack is melancholic, but adaptive, changing depending on whether you are driving at high speeds or galloping on the ground. Either way, it is at once calming and unnerving, reminding you that you are alone out here, but that that’s a-okay. Mars is both empty and massive, yours for the viewing. Interestingly, you can play Naut with a second player, navigating your collective way from one home to another, which sounds like fun, though I will probably never get to experience it.

Curious to see Mars for yourself? Good at clicking on links? Then grab a free copy of Naut over this way (or drop the developers a few bucks) and enjoy those outer space lightning storms as much as I did.

All cities are mad, and that includes Bernband’s The Pff

gd bernband thoughts

There are a few cities I’d really love to visit in the near future, with no set goals. No scheduled events, no locked-in attractions to see, no deadlines. I just want to be there and observe, to walk around like I’m stuck in ankle-deep quicksand. I’ll limit the following list to inside the United States, but let’s go with Boston, Providence, Charleston, Seattle, and Austin. Perhaps in that order. Actually, it doesn’t matter; I’m not picky. Now, I’m not exactly sure where Bernband‘s main city is located, but I can cross it off my imaginary list, as it has been both enjoyed and explored.

Bernband is, to mock the Gone Home haters, a “walking simulator” set in the strange city called The Pff, which has me scratching my head, but I guess that’s the point. Thankfully, I don’t have to say it out loud, only write it. Immediately, I feel like a foreigner, stepping foot into another world. An artificially pixelated one at that, which is a bit nauseating at first, but the sensation fades. Same goes for the hypersensitive mouse speed, which is akin to a first-person shooter, something I didn’t expect here.

The goal of the game–if you want to label this a goal–is to simply explore and take in the culture, and it’s fairly linear and uneventful at first, but you’ll eventually begin to see some interesting sights, as well as have options of where to go next. You move with the WASD keys, can jump, and pressing “escape” instantly closes the program–that’s all there is here, with no HUD or even a pause menu. I played for about twenty minutes and stopped after a hole in the floor returned me to the starting area, though I’m sure I didn’t see all the sights.

Despite being set in an alien city, there’s a lot of familiarity to gawk at, such as a hopping bar scene, a classroom, a car park, and so on. Plus, elevators and doors, though the elevators are more like transporters. Instead of being peppered with a range of human bodies, rooms and hallways are stuffed with alien lifeforms of all shapes, colors, and quirks. Actually, for a quick moment after I launched the game, I thought I was back in Calm Time, which had me panicking as I didn’t want to have to murder everyone in The Pff while chasing down a ghost. Thankfully, this is not a spooky game, though there is strangely a sense of coldness and dread, especially once you move away from the livelier sections of town and end up in, more or less, empty hallways. Music and sound effects are sparse, but used effectively, like that alien tinkling away in the urinal or the one tooting its horn.

In one way, it’d be nice to see Bernband expanded into something more traditional, with a full-blown story and characters and some kind of goal to complete, whether it was reaching a destination or collecting a set number of items along the way. In another, that might ruin what was captured here, that feeling of being a stranger in a strange land, where all you can do is look upon your surroundings and learn.

Fallow’s demo is full of sorrow and sleepwalking

fallow demo gd impressions

Fallow had me at “Gothic Americana adventure game,” and so I decided to give rooksfeather‘s personal darling, which looks like a warped version of Pokémon Yellow, a shot. I used to be all about demo trials in my high school years, but other than the special standalone thing for Bravely Default: Flying Fairy, I can’t recall the last time I earnestly tried out a demo. Usually, since I’m so behind as is on current games, I’ll just forget about them for a few months and be surprised when it is actually done and released to the public. However, just the look of Fallow had me hooked. I had to see it in action. Still, nothing tops that Metal Gear Solid demo, which basically gives out the first hour or so of the game for free.

Fallow‘s demo actually ends up providing a ton of background and plot details, but I won’t swear on the Good Book that I understood it all. For starters, you place as Isabelline Fallo, a farmhand in the olden, titular world of Fallow. Unfortunately, she suffers from sleepwalking, often waking up in a new location each morning. This means she has to make her way back home, alone and confused. Plus, it doesn’t help that this isn’t your typical America, brimming with foreign, alien technology and lodestone formations. If I grokked it all correctly, this now desolate and overtaken version of home is the Fallow family’s fault; there was a monument plaque that read something along the line that, as part of their punishment and as a constant reminder, the Fallow family name would now be one letter less–Fallo. Hmm, okay.

As Isabelline makes her way home, she’ll do a lot of exploring, a little investigating, and a pinch of puzzle solving. The puzzles I experienced in the demo are rather straightforward, of the “find the specific item” ilk, but they work well enough. Plus, it is both a joy and bummer to simply exist in this world, to walk around as a beautifully somber guitar lick loops, one not filled with any hope, but written to lull you, put you at ease. I really enjoy how the screen switches over to a first-person shot when you are looking at something worth examining, and if I had any complaints, it is that our sleep-troubled star walks too slow; when your game is mostly walking to and fro, sometimes you just want to hurry along to the next screen, see what else is out there in this strange, crumbling America. The slow pace doesn’t make the backtracking thrilling either.

You too could try out Fallow’s demo or just wait until it is a purchasable product later this year, seeing as it was Steam Greenlit (Greenlighted?) back in November 2014. If I had been paying attention then and saw it and was the kind of soft soul that did things like support upcoming indie developers, I’d have totally upvoted this.

Aimless and without answers, that’s Amihailu in Dreamland

amihailu in dreamland impressions gd

I…don’t really know what to make of Amihailu in Dreamland. That’s not just me being stumped criticually and creatively, but also intellectually. I put about fifty minutes into this exploration-based puzzle game, and I still have no idea what I was ultimately doing other than walking around, interacting with everything I could, and then backtracking to see if I missed something along the way. The game refuses to tell you what to do, where to go, what’s missing, and in this age of Dark Souls and Paper Mario: Sticker Star I applaud that; however, it has gotten to the point that, unless I want to watch a video of someone else playing, I can’t continue on into the darkness.

Here’s how Noyemi K, the game’s creator, describes it:

Amihailu is a recent graduate of the Bromnian Military Academy. She recently came home from vacation with her friends and decides to take a rest because her parents are out. What follows is the strangest, most vivid dream she’s ever had! Amihailu and all her friends find themselves embarking on a strange and twisted adventure in a world where things aren’t at all what they seem and nothing makes any sense!

Yup, nothing makes any sense! That much I grokked. But when it comes to dreamlands, everything is meant to be interpretive and obtuse, so that comes with the territory. Do I really need to understand why touching a painting teleports Amihailu to another part of the map? Or why she keeps running into friends of hers that want nothing to do with her? I learned to not question much in Remember Me or Link’s Awakening, and so I have to do the same here, though without a dash of reality to reference it can be hard to separate the zany from the sane.

The main meat of Amihailu in Dreamland is puzzles and solving them yourself, whether through logic or the use of a specific item, but there’s also an RPG-esque stat screen for Amihailu with details for HP and strength, which initially gave me hope that there would be some turn-based combat. Alas, doesn’t look like it–unless it pops off later on–and I guess it is just part of the program used to create the game, that it has to be there. I keep expecting random battles in these retro-looking exploration tours, and they keep not happening. Good thing I’m still eating up Suikoden II at the moment.

There’s not much out there in terms of walkthroughs, but I tried to follow along with this “spoiler-free” guide, but couldn’t figure out step seven of the first section of the game where you have to find a tension wench from, and I quote, “the purple area.” And so, I wake up, back to the land of the living, to write about Amihailu in Dreamland here at Grinding Down and never to learn what that wood block (cedar) in my key items list was meant for. Oh well. Twas only a dream.

2014 Game Completed Comics, #26 – Tomb Raider

2014 games completed 26 - tomb raider resized

Every videogame that I complete in 2014 will now get its very own wee comic here on Grinding Down. It’s about time I fused my art with my unprofessional games journalism. I can’t guarantee that these comics will be funny or even attempt to be funny. Or look the same from one to another. Some might even aim for thoughtfulness. Comics are a versatile form, so expect the unexpected.

The deep, beautiful dark of Knytt Underground

knytt underground early thoughts chpt 3

I couldn’t tell you when Knytt Underground got added to my long list of untouched PlayStation 3 games, but it did at some point. Thanks to PlayStation Plus, of course, a service that lets me download a high number of titles to collect digital dust until I randomly decide to play them or am inspired by an outside source to see what the deal is. This time around, I was inspired, greatly so, and we can look to Matt Mason’s posts over at Obtain Potion for the push, specifically Living Under a Rock and Let’s Find Another Deux Machina, as I really had no idea what Kyntt Underground was for the longest time. I figured it was some indie puzzle game, and it definitely is that–but so much more.

At its most basic form, Knytt Underground is about subterranean exploration. You play as a young woman called Mi Sprocket who is mysteriously mute, as well as, eventually, Bob, a magical bouncing ball. Naturally, the two characters play very differently from each other; you use Mi to climb up/down walls, and Bob can bounce around the room and reach previously unattainable areas, as well as tether himself to certain robots. For Bob, it’s all about physics, and sometimes that can be a bit tricky to master, especially when a single bounce can send you zooming across the screen, possibly to a new area, before you even have a moment to react. The game is split into three chapters and an interlude, with chapter one focusing on getting Mi to the fairy village and chapter two focusing on becoming Bob and learning what he can do. Chapter three seems to be the real meat of the game and is both awesome and intimidating.

See, it’s easy to get lost in Knytt Underground, both metaphorically and literally. There are a lot of rooms to explore, with a number of exits, and while some of them are simply dark, narrow corridors to run through, others are expansive openings, with high ceilings that any spelunker would love and, more times than not, something absolutely stunning to look at in the background. Take the purple forest, for instance. The first time I arrived there, I couldn’t believe my eyes. I was underground, and yet here is this string of large trees, swaying in a reddish-purple haze, dancing with the cavern wind. It got a little Inception-like there, this other world in this other world, and I just stood there, unmoving, absorbing it all. Other backgrounds are just as gorgeous, with plant life literally glowing in the darkness, lava that looks devilishly hot, and mushrooms that look too beautiful to eat.

However, something about Knytt Underground has me greatly conflicted. Really, I’m just not sure how I feel about it. It’s a stunningly gorgeous game, rife with bright and vibrant flora, the kind of nature you’d expect to see examined in close detail on the newest BBC documentary about the planet Earth, all backed by a soft, ambient soundtrack of rushing waterfalls, dripping ceilings, and gentle breezes. Yet..it’s goofy. The characters are silly and look like someone’s first attempt at webcomic art in the early 2000s, and the things they say are inane, such as obscure discussions about the Internet. I’m namely talking about the two fairies that accompany Mi after you reach the village and speak for her during her muteness. Visually, it’s extremely jarring. Tonally, too, though I suspect something is trying to be said here. Also, most of the quests you take on are pointless, with Mi going to great lengths to find certain people or keys for locked doors only for it all not to matter; the person you were looking for already returned home, and the door magically opened by itself.

At this point, I’ve dabbled in chapter three for only a bit, but eventually felt overwhelmed, especially considering the size of the map is roughly ten times that of the previous chapters. I mean, I can see areas highlighted in red on the map as places of interest to go–most likely these are the bells that Mi needs to ring to stop the apocalypse–but getting there isn’t a simple hike. You have to now use both Mi and Bob the ball in combination to reach new pathways, and sometimes doing that can be a lot of trial and error. I’m sure I’ll pop back into this visually stunning underground realm soon enough, but I need a little breather in the meantime.

Gone Home to mysteries, answers, and everything 1990s

gone home overall thoughts

Breaking news: I’ve decided to do away with my gaming haikus, at least for 2014. Chin up, Mr. Sadface. It’s going to be okay. Really. I had a lot of fun writing them, but after two consecutive years of dipping my toes in Japanese poetry–well, if you can call 104 haikus a dip–I’m ready to try something else. Gotta keep things fresh. If you’ve been keeping up with Grinding Down over the weekend, then you’ll know what the long and short of it all is: comics. Yes, yes. Actual comics about the games I’ve played, and I really don’t know why it took me so long to combine these two passions of mine together.

Anyways, Gone Home gets the special honor of being my first completed game for 2014. Compare that with Yoshi’s Island from last year. That’s right. Go on. I dare you to compare the two. One looks like a drawing, and the other has you occasionally looking at drawings. Hmm. If you’ll recall, Gone Home was also my number one pick for the top 10 videogames I missed out on in 2013, but thanks to a recently good deal via the Humble Bundle store I was able to pick up The Fullbright Company’s debut for a sweet price, one that wouldn’t make me terribly irate if I discovered that the game didn’t work on my ASUS laptop. The good news is that, obviously, it ran just fine, even though it defaulted to the lowest of settings to do so and some of the textures looked a wee flat. Small quibbles aside, I absolutely loved it.

Gone Home‘s plot itself is pretty straightforward: it is June 1995, and Kaitlin Greenbriar is returning home to her parents’ new house in the Pacific Northwest after traveling abroad. She gets in very late on a rainy, thunder-laden night only to discover the house is completely empty, with a strange note on the front door from her sister, urging Kaitlin to not go digging around for clues as to what happened. Naturally, though, that’s exactly what you do, and the whole game is built around exploration and piecing together where Sam and Kaitlin’s parents went to. If I’m being honest and a little spoilery, that’s not at all what the plot is really about; in truth, this is actually Sam’s story, not Kaitlin’s, and there’s stuff about her parents to unravel, as well as what went wrong with the previous owners of the house to have it now deemed the Psycho House by other students at Sam’s school. Kaitlin is just a means to see all this unfold, and she is mostly non-reactive, save for a few text-only comments when finding items related to her parents’ sex life.

The game itself takes around two to three hours to complete, depending how thorough you search each and every room in the larger-than-life mansion-like new Greenbriar home. That said, Gone Home never wastes a single second though or pads out rooms with nothing that isn’t vital or important to the story-telling, and so you are constantly advancing, learning more and more. I found all this beyond exhilarating and couldn’t wait to see what was behind that closed door over there or what hid in the third drawer from the top, but only after I clicked open the first two drawers. You move with WASD, and zoom in for a closer look and pick up items using the mouse. Oh, and you can also fully twirl items around in your hand, to check out all sides, and you’d think there would have been more puzzles built around this mechanic, but Gone Home is actually not about puzzles–save for the few combination locks–and this mechanic exists more so to keep you in the world, prove that these rolls of tissue paper and printed books are real, that everything has a front and back and can be examined properly.

Anyone that actually grew up in the 1990s is clearly going to sink into Gone Home a bit deeper than those that didn’t. The game oozes with the era, from magazines wreathed in pop culture icons to board games and mounds of VHS tapes of your favorite Saturday afternoon couch-flicks, like Blade Runner and just about every episode of The X-Files. In fact, Super Nintendo plays a wee part in the events that transpire in Sam’s young, blossoming life, and you can find various fictional cartridges around the house, some goofier than others. Regardless, the attention to detail is astounding and appreciated, especially for a game that’s all about looking and listening. I couldn’t listen to too many of Lonnie’s musical recordings though, sorry.

Many have complained about the bait-and-switch trick in Gone Home. It’s initially set up to seem like your typical ghost story: girl comes home on a rainy night to find her house completely empty of life. For most of the early rooms, you expect something spooky to happen. The TV to randomly flip on? A door to slowly creak open itself? The sound of footsteps overhead? But no, nothing like that happens ever, save for a single moment of pure genius that is logically explained so long as you found the correct paperwork earlier in the house. This is not a ghost story. This is a human story, and it is remarkable in its dedication to remain rooted in reality, one I think many can relate to on some level, whether it is with teenage romance, a failed marriage, not being good enough for your father, and so on.

I think Gone Home is both a great game and a very important one. If you haven’t played it yet, I highly recommend you do so as soon as possible. Videogame story-telling has a new measuring stick.