This was an indie game in 2013 that polarized people. The feminist/journalist wing raved over it and the "hardcore gamer" wing ridiculed it. What resulted was an immature debate as to what constituted a game where one camp took the "games need levels/coins/monsters/5+ hours of content or they're not games" side and the other camp didn't scrutinize the mechanics at all.
I think Gone Home was a great concept with execution of mixed results. The character development was uneven. One of the daughters had good development ; the other didn't. The father had some development but really not much (I understood the plot twist ; I just didn't think it was profound). The mother barely had plot development whatsoever. The story had some relateable bits, but I wouldn't say any of the characters had the depth you'd expect the game to have. The house recreated a teenage 90's atmosphere very well but also relied on cliched horror movie tropes (creating an expectation of a dead body that never there).
What I will praise most about the game (what more games should do) is that it let you explore the area the way you wanted to. No tutorials, no handholding. Hints were ever so subtle are progression barriers were kept to a minimum. The game did not tell you how to interpret its content. The game just let you develop whatever opinions you wanted yourself. There was no middleman between you and the content you experienced.
The short 2 hours I played it were enjoyable, but it would have been better at $10 than $20. While I do think there are some exceptions to the rule, in general, I don't think any game (even story-driven ones) are exempt from the standard of needing to provide enough content to justify the price.
I think Gone Home was a great concept with execution of mixed results. The character development was uneven. One of the daughters had good development ; the other didn't. The father had some development but really not much (I understood the plot twist ; I just didn't think it was profound). The mother barely had plot development whatsoever. The story had some relateable bits, but I wouldn't say any of the characters had the depth you'd expect the game to have. The house recreated a teenage 90's atmosphere very well but also relied on cliched horror movie tropes (creating an expectation of a dead body that never there).
What I will praise most about the game (what more games should do) is that it let you explore the area the way you wanted to. No tutorials, no handholding. Hints were ever so subtle are progression barriers were kept to a minimum. The game did not tell you how to interpret its content. The game just let you develop whatever opinions you wanted yourself. There was no middleman between you and the content you experienced.
The short 2 hours I played it were enjoyable, but it would have been better at $10 than $20. While I do think there are some exceptions to the rule, in general, I don't think any game (even story-driven ones) are exempt from the standard of needing to provide enough content to justify the price.