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Everything Gone Home

A study of Gone Home and its position in the games industry.

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Most recent stories in Everything Gone Home

  • Review of Gone Home through the eyes of a historian and how the methodology of history parallels to the mechanics of the game. Can be linked to how we construct narratives and player-authorship.

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    Family history: source analysis in Gone Home

    Family history: source analysis in Gone Home

    The following is a guest post from Richard Bell, a graduate student studying history at Stanford University interested in the political culture of …

  • Gone Home as a horror game. Reading unlike what I later saw it as though I agree the mysterious feeling was a constant buzz that would only slowly fade out as you figured out what had happened, at the end that horror would be gone. You could link it to familiarity through observation, the main mechanic of the game. http://normallyrascal.com/2013/10/23/gone-home-a-tale-of-three-games/

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    Rosa
  • Very in depth and makes an interesting analysis and judgement on the depth of Gone Home's narrative. After all, it's Ian Bogost. Especially would like to highlight his comment that it got a big response from the LGBT community for being representative of their experiences. This is "the game" for them. And yet, narratively speaking, it is not fantastic. So what does that say about this niche? Gone Home managed to show there is a market for games targeted outside the archetypical "white male" and this market is craving games so much, they'll even accept lacklustre narratives. That is the power of identification.

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    Perpetual Adolescence: The Fullbright Company’s “Gone Home” | Los Angeles Review of Books

    Perpetual Adolescence: The Fullbright Company’s “Gone Home” | Los Angeles Review of Books

    GONE HOME IS A VIDEOGAME about releasing secrets, the kind of secrets that you should have known all along. It is set in Oregon circa 1995, and it …

  • Interesting run through of a player's experience in gone home. Touches on target market, identity, and presence as well as narrative poaching and queues. http://uk.ign.com/blogs/arieces/2013/12/12/retrospect-analysis-gone-home

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    Rosa
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