
"We've been really grateful for the fact this little game we made in our basement could reach a lot of people and affect a lot of their outlook on what games could do. you can't ever really anticipate those things. The public reception, the attention the game got and the conversations it started. "But upon release the critical reception was a lot more effusive than we could have imagined. "We didn't think it would go beyond the group of people it was made for, people who just wanted a story game," he tells. And yet, as the studio's debut is nudged back into the spotlight with the release of the Switch version, Gaynor himself still has trouble processing just how that influence came about. It's been five years since Steve Gaynor and his team at Fullbright released Gone Home, and the game's influence continues to be felt across the industry.
#GONE HOME ENDINGS SERIES#
Again, I can understand why it did get a lot of the reviews it did, but I suppose I am just simply not the target audience for this game.Leaving a job working on the BioShock series to make a game set entirely in a single house was a big gamble - but one that has undoubtedly paid off.

Only the “puzzle” aspect of how the game’s story is told saves it for me. The gameplay is too simple and the story too cliched for my tastes. That does not mean I find the game to be bad at all, but I personally do not understand the hype around it. No matter the subjects of this love story, I was hoping for something more, maybe even something tragic, but something.else.
#GONE HOME ENDINGS FULL#
While I understand that some people found the story of two teenage girls falling in love to be captivating, I found the story to be full of cliches, especially with how it ended. For me, that means that the story, and everything you do, to be meaningless.

Ultimately, if you really think about it, the actions of Katie have absolutely no bearing on that or any other part of the story the story has already happened, and she’s just reading and understanding it after the fact. Katie is not really the protagonist, but merely the vessel to tell the story of her sister Sam, who really is not a likeable person to read about. All these factors come together to bring this immersive and mysterious world to fruition.īasically, here is how I view the game. Finally, the voice acting and the overall atmosphere crafted by the game are nearly flawless. Finally, the mystery surrounding the game that unravels throughout the course of the story is very intriguing, and quite unique compared to many games that I have played. The friendly relationship the develops between Henry and Delilah feels authentic as well, despite their separation, and the course it takes feels natural for the audience to experience, especially since it lasts for a whole summer. It also easily establishes how Henry’s life has led to the situation he is in. In addition, it is well told, and with multiple choices at several points in the game it is easy to craft a different “Henry” every playthrough, which will affect minor things throughout the game. It easily goes back and forth between being hilariously funny only to quickly punch you in the gut with its with its overall sadness. In addition, the story, with a couple of issues, is masterfully well done. The exploration is easily the best part of the game.

There are certainly secrets to be found, as well as information that can more fully flesh out the world in which Henry lives in. Gameplay is pretty simple, consisting of exploration, examination, and the acquisition of items within the world. The graphics are not exactly great for a newer game, but the game more than makes up for it in its accuracy of the world. And the world, while not especially large, is quite accurate in its beauty and isolation. Taking place in a region of the country that I myself have explored and loved I was quite excited to play a representation of it. Firewatch is a first person adventure game unlike anything else I have ever played.
