


This feels like the game telling the player what to expect. It is a board game with the tagline “a novel travelling game”. When the player first enters the house there is a closet with only one interactable object inside. Some of these objects also act as an audio cue, setting in motion a recording of Sam, Kaitlin’s sister, reading out journal entries in hopes of catching Kaitlin up on everything she missed while away. Many of these objects will be notes, helping shed light on what the Greenbriar family has gone through. Basically, you walk through the house and pick up objects. With this simple set up, the player starts off on near equal ground with the character, creating a connection right from the start. She doesn’t know this place any more than the player does, nor does she know why no one is there to greet her when she arrives. While she was gone, her father inherited a house from their recluse uncle.

You play as Kaitlin Greenbriar, who is just arriving home after some time away travelling Europe. This is a game where if you let yourself be immersed in it, you will be rewarded, especially by how much emotional weight it brings to a short two-hour play time (the length of my first play through). Gone Home is instead of a much slower sort, built not on complicated mechanics but on tone and story.
#Gone home sam full
Most of the games I play pumped full of action, and constantly have shooting, or punching, or racing, or platforming.
