Cleverly set in 1995, replete with cassette tapes, notepads and answering machine messages littered about, the period allows a kind of analog prying that would be almost unimaginable in today's smartphone-powered world. Kaitlin, like you, is alone while she explores the house. You never actually "meet" Samantha, or their parents, or dead Uncle Oscar, for that matter. The Greenbriar house isn't actually haunted, but it is full of skeletons in the closets Greenbriar's romantic interest in a new colleague is really about her own loneliness and a growing detachment from her husband? And then there's Kaitlin's sister, Samantha, whose story is the driving force behind Gone Home - delivered through audio notes deposited throughout the house - and whose absence is a red herring until the game's final moments. Greenbriar's obsession with JFK's assassination in 1963 is less about the nation's collective loss of innocence and more about his own loss of innocence, in the very same house, in fact? And after the move to the new house, perhaps Mrs. The Greenbriar house isn't actually haunted, but it is full of skeletons in the closets. The setup is classic haunted house - it's a dark and stormy night and nobody's home in this large mansion that the kids in school call "the Psycho House." As Kaitlin explores the house for the first time, we're seeing it for the first time, too.īy borrowing the trappings of the haunted house formula, Gone Home sets its audience's expectations before subverting them. While she was away, her family inherited a mansion from Kaitlin's great-uncle, Oscar. It's 1995, and Kaitlin Greenbriar is returning "home" from traveling abroad. In place of the massive "world-building" efforts of that series, Gone Home is. Drawing on their experience working on the BioShock franchise - specifically, BioShock 2's lauded expansion, Minerva's Den - the team at The Fullbright Company have reeled in the experience. This power to create entirely new, fantastic environments has preoccupied gaming for generations - both in the demographic and technological sense. ![]() They're both profoundly human experiences. ![]() ![]() Similarly, video games are built spaces to be explored, played in, often destroyed by their players. Doors resemble the proportions of the human body, stair risers are designed to complement the length of the bones in our legs and so on. Buildings and our built environment are designed for their occupants. Architecture and video games share a lot in common.
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