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Platform Win, Mac, Linux Publisher The Fullbright Company Developer The Fullbright Company Release Date 2013-08-15

Review

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10.0

Gone Home review: living room

Framed as a mystery, and requiring the player to care about its characters' personal lives, Gone Home takes some big risks in a medium that famously struggles with this kind of nuanced story. It succeeds, thanks to superb writing and a smart, story-driven approach to architecture and level design. Gone Home stars Katie Greenbriar, a young woman visiting her family's new home in 1995 after a year of European traveling. Upon arriving at the mansion — on a dark and stormy night, of course — she finds it deserted. It's your job to piece together clues in the environment and figure out where the hell everyone is. Throughout, Katie's younger sister, Samantha, narrates a series of journal entries, pulling you through the main story, while other threads are revealed through exploring the...

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Games for Change Awards go to Papers, Please, Gone Home and The Mission US

Papers, Please and Gone Home took home awards at the 11th Annual Games for Change Festival today. Lucas Pope's Papers, Please, a dystopian simulator, won the Most Innovative category, which honors games that excel in creativity and aspire to bring new ideas to games for change. It was a finalist alongside Robin Arnott's SoundSelf and 12 Hit Combo's Súbete al SITP. The game also won the Best Gameplay category, in which it was a finalist with Fullbright Company's Gone Home and Preloaded's Tyrant. Thirteen, American Social History Project and Electric Funstuff's The Mission US: A Cheyenne Odyssey, a game where players take on the role of a Cheyenne boy in 1866, won the Most Impactful category. It was a finalist alongside Kognito's Start the Talk and Gigantic Mechanic's The Migrant Trail. ...

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Murdered: Soul Suspect strives to strike a balance between narrative and play

Developed by Airtight Games for Square Enix, the game puts players in the shoes of recently murdered detective Ronan O'Connor. The detective finds himself dead on a street after pursuing a lead on a serial killer. When he tries to reunite with his dead wife she tells him he has something to resolve before the two can meet in the afterlife. That's where the third-person perspective game picks up, with the spirit of O'Connor standing over the body of O'Connor. "Square came to us wanting to do a collaborative project," said Matt Brunner, creative officer of Airtight Games. "We sat down and discussed all different kinds of projects and we sort of narrowed in a game about a protagonist who is a ghost." Over the next year and a half, the team turned that broad idea into Soul Suspect, a...

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Here's what indie publisher Midnight City is bringing to PAX East 2014

Midnight City, the independent developer-focused publishing subsidiary of Majesco Entertainment, will have two booths, five games, collectible cards and free t-shirts at PAX East 2014, the publisher announced today. Games on display will include the following: Avalanche 2: Super Avalanche, a cooperative 2D climbing platformer from Best Games, at booth 996 High Strangeness, Barnyard Intelligence's action game that crossbreeds 8 and 16-bit aesthetics, at booth 996 Krautscape, a racing game (pictured above) with bird-like flying cars from Mario von Rickenbach, at booth 996 Organic Panic, Last Limb's game that pits a "quirky band" of fruit and vegetables against "a legion of of heavily armored fruit," at booth 398 Videoball, Action Button Entertainment's "minimalist electronic...

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The billion-dollar game dev trading post

The store allows game makers to share tools, editors, art, audio, anything really; sometimes for free and sometimes for a fee. "My calculation is that we unlocked a billion dollars worth of savings," the Unity co-founder and CEO told Polygon. "Half a million assets downloaded per month. That is six million assets in a year. That is six million work days assuming one work day per asset, per year." You can do the rest of the math. Unity is the hot game development tool right now, used in the making of Polygon's 2013 game of the year Gone Home, and other major hits like Kerbal Space Program, Rust, Krautscape, Shroud of the Avatar, Rain... the list goes on. At DICE earlier this year, Helgason gave a talk on "the economics of collaboration" arguing that the modern era of easily uploadable...

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When is a game not a game?

With no violence, no action, no threat, no way to die or be hurt, Gone Home still managed to captivate its audience, receiving accolades and nominations for game of the year from websites, newspapers, magazines, the industry and, most recently, even the Games for Change conference. But for some, one odd question remains: Is Gone Home a video game? Unlike with movies, music and literature, the thing that defines video games still remains, in some corners, a debated issue. Gone Home is a game of exploration and narration, an effective vehicle for story telling. But its lack of puzzles and combat, and the inability to lose or even change the outcome, have some questioning its gaming legitimacy. Steve Gaynor, writer and designer at Gone Home developer Fullbright Studio, agreed during a...

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Games for Change 2014 award finalists include Papers, Please, Gone Home

The eight finalists for the 2014 Games for Change Awards have been selected and include titles such as Gone Home, Papers, Please and SoundSelf, organizers announced today. For Most Significant Impact, submissions have been narrowed down to The Mission US: A Cheyenee Odyssey, Start the Talk and Migrant Trail. In the Most Innovative category, finalists are SoundSelf and Súbete al SITP. Gone Home and TryAnt are nominated for Best Gameplay. Lucas Pope's Papers, Please is the only game to be nominated in both the Most Innovative and Best Gameplay categories. Schell Games CEO Jesse Schell will host the event. "Whether crowd-funded or supported by public and private funding, the finalists reflect the increasing diversity of forms, audiences and subject matter embraced by developers...

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A talk with Steve Gaynor about life after Gone Home

So what's life been like since then? The Fullbright Company's co-founder Steve Gaynor was kind enough to make time during GDC to chat about life after Gone Home. The conversation extends beyond that, naturally, digging into his experience designing the layout of Gone Home's home, reading those early reviews and changing the set up of The Fullbright Company. Originally, the crew shared a home in Portland, but now, thanks to a successful game, they've found their own homes. Looks like I've hit my "home" allowance for the day. That's a wrap, see you tomorrow when we invite the creators of Home Alone to discuss E.T.'s phone home. (Actually, I think we'll just talk with the folks from Capybara.)

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The Last of Us and GTA5 clean up at BAFTA Games Awards

Naughty Dog led the way at this year's annual British Academy Games Awards, winning five of its 10 category nominations including Best Game in 2014 for The Last of Us. The studio was also awarded with Story, Action and Adventure and Audio Achievement, while Ashley Johnson won Best Performer for her role as protagonist Ellie. Going into the ceremony with nine nominations for Grand Theft Auto 5, Rockstar Games was presented with Game Design, Best British Game 2014 and Multiplayer. Tearaway developer Media Molecule walked away with Artist Achievement, Family and Mobile and Handheld. Starbreeze Studios edged out Rockstar, Lucas Pope, Media Molecule, Simogo, Davey Wreden and crew to win Game Innovation for Brothers: A Tale of Two Sons. The Fullbright Company won Debut Game in 2014 with G...

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Majesco Q1 2014 revenue down, expects to report a loss for full year

Majesco Entertainment's revenue and income for the first quarter of its 2014 fiscal year both decreased from the same period a year ago, and the company expects to report a loss for the full year, the company announced today. For the three-month period that ended Jan. 31, Majesco recorded net revenue of $21.9 million, a 7 percent drop from the $23.5 million in revenue it pulled in during the first quarter of fiscal 2013. The company suffered an operating loss of $4.1 million for the quarter — more than twice as much as a year ago — and a net loss of $4.5 million, compared to a net loss of $2.1 million in Q1 2013. "The transition to next-generation console gaming continues to impact our financial performance," said Jesse Sutton, CEO of Majesco, in an investor release today. "Holiday...

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Why Double Fine and Fullbright teamed up with Midnight City

Being little and independent affords luxuries you wouldn't otherwise have as part of a cog in a larger machine. Sometimes, small developers get to do thing themselves because they want to do things themselves. Other times, no so much. Earlier this week, two small, independent developers announced that they'd teamed up with a publisher. Double Fine Productions' Costume Quest 2 is headed to consoles and PC this Halloween. The Fullbright Company's Gone Home is headed to consoles. Both will arrive as a collaboration between the developers and publisher Midnight City. Polygon spoke with Double Fine's Tim Schafer and Gabe Miller as well as Fullbright's Steve Gaynor to learn why they joined forces with Midnight City and how working with a publisher can help indies. The Fullbright Company...

Gone Home Releases
North America
  • Windows
    • Released 08/15/2013
    • Publisher The Fullbright Company
    • Developer The Fullbright Company
    • Score 10.0
  • Mac
    • Released 08/15/2013
    • Publisher The Fullbright Company
    • Developer The Fullbright Company
    • Score 10.0
  • Linux
    • Released 08/15/2013
    • Publisher The Fullbright Company
    • Developer The Fullbright Company
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