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A Game With Heart, Gone Home Is A Bold Step In Storytelling

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Buy a game coming home

Postby Malarn В» 11.12.2018

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Gone Home is a first-person exploration video game developed and published by The Fullbright Company. Set in the year , Gone Home puts the player in the role of a young woman returning from overseas to her rural Oregon family home to find her family currently absent and the house empty, leaving her to piece together recent events. Gone Home does not feature much interactivity, but instead has the player explore the house at their own pace and determine what has transpired by examining items, journals, and other items left around the various rooms.

The Fullbright team, having had previously worked on BioShock 2: Minerva's Den , took concepts and ideas from that game to craft an exploration game to engage the player into uncovering the narration by non-linear progression in their searching of the house, while keeping the project manageable for their small team.

Gone Home was critically praised at release. Several outlets used the game as an example of video games as art , as its non-standard gameplay format demonstrates progression of the video game industry into more artistic forms.

However, this also raised the question of whether Gone Home should be considered a game, and led to the derogatory term "walking simulators" to describe exploration games with little interactivity, though since then, the industry has come to embrace the term. Gone Home ' s characters and story were praised for addressing LGBT issues with which some players could identify.

The player takes the role of Katie in the first-person view, who can move around the house and view and interact with objects. There are no defined goals in the game; however, the game encourages and rewards the player when they explore new areas of the house and search for new messages.

Much of the interactivity rests upon looking at objects and notes within the house. In order to progress in the game, the player must find certain objects that unlock access to other parts of the house. On 7 June , year-old Katie Greenbriar returns home from overseas to her family's new home in fictional Boon County, Oregon.

Her family consists of her father, Terry, a failed writer who makes a living reviewing home electronics; her mother, Janice, a wildlife conservationist who recently got promoted to director; and her year-old sister Samantha voiced by Sarah Grayson.

Upon arriving, she finds the house deserted, much of their possessions still in moving boxes, and a note on the door from Sam imploring Katie not to investigate what happened.

Searching the house, Katie begins to piece together what happened during her absence. The two bonded over Street Fighter , punk rock , grunge and the burgeoning riot grrrl movement, and after sneaking off to a concert, the two became romantically involved.

After various incidents at school, Sam's parents found out about her relationship, forbade Sam to close her bedroom door while Lonnie was over, and went into denial that their daughter is a lesbian. As Lonnie was set to eventually ship out to begin her service, Sam was left distraught. Two days after her farewell show, which coincides with the day of Katie's homecoming, and the week of Sam's parents going on a vacation which is revealed to actually be a counseling trip instead of a camping trip, like they told others , Lonnie departed to her station, but eventually called Sam from a payphone to tell her that she got off the bus in Salem and she wanted them to be together.

Sam's final journal entry to Katie explains that she packed up her things and took her car to find Lonnie, hoping to start a new life with her outside of Oregon.

Optionally, Katie can find various other clues that provide information on additional events that happened during the time: it is implied that Janice was beginning to have romantic feelings towards a subordinate, and that Terry was berated by his father via letter about his failed writing work, as well as Sam and Lonnie's suspicion that the house was haunted by the deceased Oscar Masan, Terry's uncle and former owner of the house.

It is also implied that Terry's decision to write about a character traveling back in time to to stop the Kennedy assassination may have been influenced by his own sexual abuse by Masan, which either occurred or ended in , when he was 13 years old. All three were drawn by the prospect of developing an exploration game influenced by Minerva's Den through a small independent team rather than a large company, and subsequently left 2K Games to form Fullbright.

The initial concept for Gone Home was for the player to explore a smart house that included a central artificial intelligence running everything with robots running around to complete tasks. The player would have been able to change the state of the house through their actions; Gaynor compared this idea to a non-combative System Shock game. As they explored this idea, and recognizing the small size of their team, they considered what would change if they made the house more like a regular household without any other characters visibly present, which significantly simplified the development into something more manageable for the team.

This created the focus of the game as being "no other people, no other characters, [just] you in a single environment". Particularly, the smaller scope eliminated the need for any type of character modeler or animator. Narratively, Gone Home was designed around family; Gaynor had stated that for all the science fiction trappings of Minerva's Den , its core narrative was about a man, his wife, and how the man's past was affecting that relationship, and used the same approach for Gone Home.

They placed the player as one of the members of the family to remove any type of morality of exploring a house that did not belong to them.

Additionally, they established that the family had only recently moved into the home; Gaynor had worried that the player would have difficulty identifying key elements that would be present among all the other objects within a well lived-in home, while within a recent move, only objects of immediate importance would have been unpacked, making it easy for the player to focus on these. Gaynor said there were mysteries about its residents that people could put together from examining the state of the abandoned home.

Gaynor stated that Minerva's Den was more focused on environmental storytelling than action-driven gameplay, and set the approach and necessary design elements they needed for Gone Home. The game features music from the riot grrrl bands Heavens to Betsy and Bratmobile ; Fullbright knew of their Portland-based label Kill Rock Stars , and worked early on with them to secure the rights to the music once they had settled on the locale and time period.

A developer commentary mode was added as a free update to the game in October A console version of the game was in development by Midnight City; however, this was later cancelled following Midnight City's closure in March These ports included enhanced graphics and audio, and used the updated Unity 5 game engine.

Gone Home was released for the Nintendo Switch on 6 September through support of publisher Annapurna Interactive. Gone Home received very positive reviews from game journalists. The game's LGBT themes were praised. Some reporters have considered the question of whether Gone Home should be considered a video game, as it lacks the normal interactivity one would normally have with a video game.

It is unique to each user and their interpretation. The interactivity of it makes the experience unique to yourself. They included this interactivity as they had developed the game, they found that this gave a means for players to track if they had been within a room before or not, since the house starts otherwise dark, so he considered this one method by which they know what players would likely want to do and providing them means for them to do that, thus making the experience interactive.

Due to both the atypical nature of Gone Home and its narrative centered around LGBT issues, it became a central point of discussion at the onset of the Gamergate controversy in August A portion of video game players, some who supported the Gamergate movement, criticized games like Gone Home and Depression Quest for lacking the qualities of normal video games while earning praise from the gaming press, as well as including topics like LGBT issues.

Critics countered that these elements are part of considering video games as an art form , demonstrating how the medium is changing. By September , Fullbright announced that the game had sold more than 50, copies.

The game was also nominated for "Excellence in Narrative" for the Independent Games Festival for Polygon named Gone Home their Game of the Year for Media related to Gone Home at Wikimedia Commons. From Wikipedia, the free encyclopedia. Gone Home Logo of Gone Home. WW : 15 August WW : 6 September WW : 11 December Play media. Retrieved 15 January Retrieved 16 August PC Gamer. Retrieved 15 August Edge : — Retrieved 9 August Retrieved 3 November Retrieved 17 August The New York Times.

Retrieved 5 April Mother Jones. The Fullbright Company. Retrieved 4 March Retrieved 7 December Retrieved 22 August Retrieved 7 September Retrieved 10 September Nintendo Life. CBS Interactive. Retrieved 4 December Retrieved 6 December Adventure Gamers. Retrieved 18 August Archived from the original on 6 February Game Informer.

Retrieved 2 September Giant Bomb. Retrieved 19 August Retrieved 15 September Financial Post. The Daily Telegraph. Retrieved 12 March The Guardian. Rock Paper Shotgun. Retrieved 13 November The Washington Post. Retrieved 12 September Retrieved 7 February Archived from the original PDF on 22 February Retrieved 12 February Hidden categories: Use dmy dates from September Articles using Infobox video game using locally defined parameters Articles using Wikidata infoboxes with locally defined images Articles using Video game reviews template in single platform mode Commons category link from Wikidata Official website different in Wikidata and Wikipedia Articles containing video clips.

How Level Design Can Tell a Story - Game Maker's Toolkit, time: 18:11
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Re: buy a game coming home

Postby Doura В» 11.12.2018

However, they are not characters nor caricatures of young women in video games. On 7 Juneyear-old Katie Greenbriar foming home from overseas to her family's new home in fictional Boon County, Oregon. Date Range. All trademarks are property of their respective owners in the US and other countries. This created the this web page of the game as being "no other people, no other characters, [just] you in a single environment".

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Re: buy a game coming home

Postby Tagore В» 11.12.2018

Uncover the events of one family's lives by investigating what they've left behind. Date Range. Oxenfree Rated 4. The Washington Post.

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Re: buy a game coming home

Postby Jumuro В» 11.12.2018

You expect your family to greet you, but the game is empty. Gaynor said there were mysteries about its residents that people could put together from examining the state of the home home. Narratively, Gone Home was designed around family; Gaynor had stated buy for all the science fiction trappings of Minerva's Denits core narrative was about a man, his wife, and how the man's past was affecting that relationship, and used the same approach for Gone Home. The story just click for source unfolds along the way is at times touching, humorous and emotionally honest. In order to progress in the game, the player must find certain objects that coming access to other parts of the house.

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Re: buy a game coming home

Postby Doumuro В» 11.12.2018

See all. Add to Cart. Show graph. Read more about it in the blog post.

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Re: buy a game coming home

Postby Macage В» 11.12.2018

PC Gamer. The coming concept for Gone Home was for the player to explore a smart house that included a central artificial intelligence running everything here robots buy around to complete tasks. Gone Home is an interactive exploration simulator. However, this also raised the question of whether Gone Home should be considered a game, and led to the derogatory term "walking simulators" to describe exploration games with little interactivity, though since then, the industry has come to embrace the home.

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Re: buy a game coming home

Postby Gusar В» 11.12.2018

It is instead here to those who want a particular type of emotional and storytelling gaming experience, be they male or female. All Reviews:. Nintendo Life. Retrieved 13 November

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Re: buy a game coming home

Postby Nikolkree В» 11.12.2018

Report this game to Microsoft Potential violation Offensive content Child exploitation Malware or virus Privacy concerns Misleading app Poor performance. Technically, there is no real gameplay; it's mostly just moving around the house and examining objects. Filter cominb by the user's playtime when the review was written:.

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Re: buy a game coming home

Postby Vok В» 11.12.2018

However, they are not characters nor caricatures of young women in video games. Much of the interactivity rests upon looking at comjng and notes within the house. Media related to Gone Home at Wikimedia Commons.

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Re: buy a game coming home

Postby Morisar В» 11.12.2018

The Guardian. Retrieved 17 August What about your parents? The game takes place in the mid-'90s.

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Re: buy a game coming home

Postby Shaktile В» 11.12.2018

Don't Tell Me! Software Hub. WW : 11 December Store Home. Share Embed.

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Re: buy a game coming home

Postby Malakus В» 11.12.2018

Go Home Again. The game is at times a touching, humorous and frightening story. Please select a specific package to create a widget for:. Gaynor said there were mysteries about its residents that people could put together from examining the state of the abandoned home. Retrieved 7 September

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