![]() This contextualizes the players’ disorientation: if they have no idea where the kitchen is, it is because Kaitlin doesn’t know either. Since Kaitlin’s family moved while she was traveling, the house is alien to her. The level of detail when it comes to the environment is staggering: while in some games some irrelevant information – such as articles in newspapers and magazines – appear blurred, in Gone Home everything is readable, even if not relevant. If it is a letter, they can read what is written if it’s a box of cookies, they’ll be able to see the nutritional chart. Players will pick up an object from the house and examine it thoroughly. Players will explore the house and search each drawer, desk, and closet for answers. ![]() The goal is to find out what happened to every member of the Greenbriar family while trying to unravel the mystery behind the note. A note from her younger sister, Sam, nailed to the door, apologizes and advises her not to look for her. Players will be Kaitlin Greenbriar, a young woman who has just returned from a long trip through Europe, on a rainy night in 1955, to come upon her house empty. ![]() However, they also rely on artificial elements to keep the story engaging, which ultimately contradicts their primary purpose. The developers set out to tell a story only through elements of the environment, guiding the exploration but at the same time giving players some control over the narrative. Gone Home is an interesting narrative experiment.
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