Critical Play: Walking Simulators

I played Gone Home, developed by The Fullbright Company through the Steam platform. Gone Home is a walking simulator that provides an immersive and emotional storytelling experience. The game targets an audience of people 13 years and older who are mature enough to understand issues of social acceptance, self-image, and personal relationships. Set in the 1990s, Gone Home revolves around Kaitlin Greenbriar, who returns to her family’s Oregon mansion after a year abroad, only to find it deserted. As Kaitlin, players must uncover the mystery surrounding her family’s disappearance through exploration and discovery.

The game’s core mechanic of walking serves as the primary mode of storytelling. By limiting player interaction to walking and examining objects, the game encourages a more contemplative experience, focusing on the environment and the unraveling story. The type of fun Gone Home aims to provide is a sense of discovery and immersion in its rich narrative. The use of a nonlinear narrative, minimalist HUD, and simple control scheme enables players to focus on exploration and piecing together the story at their own pace.

A moment of particular success in Gone Home is the emotional resonance created by the game’s atmosphere and pacing. The sense of isolation and loneliness experienced by Kaitlin, as well as the feeling of voyeurism when discovering intimate family secrets, adds depth to the narrative and increases player engagement. However, the limited interactivity and slow pacing might not appeal to all players, making the experience feel monotonous for some. The game may benefit from introducing minor puzzles or challenges that players must complete to access certain areas or uncover crucial story elements. This would provide a sense of accomplishment while maintaining the game’s focus on exploration and storytelling.

Another aspect of the game that captivated me was its ability to play with my preconceived notions. Initially, I anticipated an indie horror experience based on the eerie atmosphere while exploring the mansion. I would tense up around each corner and after opening each door, expecting a jumpscare. However, the fears never materialized — it was just me scaring myself. While I did not anticipate the true direction that the game eventually brought me in, it managed to hold my attention and pique my curiosity throughout.

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