![]() It's also clear this was done to partially avoid having to play the Cell Phones Are Useless games, partially to let players revel in a Period Piece full of homemade Riot Grrrl cassettes, underground zines, electric typewriters, and recordings of The X-Files on VHS.This also provides explanation as to why Katie was Locked Out of the Loop for a year while she was away traveling in Europe, and her parents' reaction to Sam's homosexuality. Throughout the house you can find plenty of stuff that reminds you that the game is set in this decade, such as VHS recorded movies and cassette tapes. The '90s: The game begins at 1:15 AM on June 7th 1995 as Katie arrives at the house her family moved into while she was away.Gone Home contains examples of the following tropes: Fullbright went on to release Tacoma in 2017. The game was critically acclaimed and moderately commercially successful. Much like Dear Esther, a narrative unfolds as you explore the house, primarily chronicling Katie's younger sister Sam's life at home while Katie was abroad. The game is more an exercise in narrative fiction than a game, heavily focused on exploration, and with few actual 'puzzles', but many hidden notes and tidbits easily missed if you don't scrutinize everything. She arrives home to a locked door and an empty house, and has to figure out where everyone went and why they're gone. Katie took the midnight flight home, because it was the cheapest, and took the shuttle home so her mother wouldn't have to pick her up. ![]() On June 7th 1995, she returns to the States after traveling abroad for a year, during which time her family has moved to a new house. You play as Kaitlin "Katie" Greenbriar, a college student. Gone Home is a 2013 Environmental Narrative Game developed by Fullbright (known as the Fullbright Company at the time of release). ![]()
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