Shuci Critical Play: Walking Sim Gone Home

Gone Home is a first-person walking simulator developed and published by The Fullbright Company for PC and console platforms. I imagine the target audience is people who are interested in spooky, immersive storytelling and not players who are mainly looking for control-heavy, fast-paced action. It especially appeals to people who may not have much experience with traditional control-heavy games and simply want to experience a strong story.

How Walking Tells the Story

Walking tells the story through intricately designed environmental storytelling and embedded narratives through pieces of journals and audio entries. The gameplay is rather simple: you walk around and interact with objects. In the process, you observe the house, read journals to piece together a picture of a family, unlock hidden spaces, and trigger audio entries from your sister Sam.

The game is masterful at environmental storytelling. The “psycho house” is an evocative space, with rainy days, dim lights, and a maze-like layout with hidden chambers, closely adhering to haunted house genres, but it bends genre expectations by making the real ghost the emotional past of the family. Each part of the map feels like a different level you unlock, especially with the motion of turning on lights, and the game does an incredible job dropping hints of people’s personalities and backstories through small details.

^ Evocative space, genre conforming and bending: I turned around and saw this spooky red light, scared that it’s a blood-seeking ghost. But I walked closer and discovered it’s simply Sam’s signal to keep people out of the attic.

^ In these two pictures, as you step upstairs from the main hall, you unlock Sam’s journal on girlhood and see the punk feminist cassette tape cover. Then, the space invites you to look right, as it is the only other way forward, and you see a door with a stereotypical teenage “keep out” danger sign: Sam’s room. This already gave me a picture of her and hints at Sam’s angst and queerness before I even saw her room. Furthermore, the audio design adds to the environmental storytelling: when I walked up the stairs, the rain got louder and I felt scared, leading up to the moment of discovering Sam’s room. Perfection in build-up and execution of environmental storytelling!

In terms of mechanics, there are two main ways of storytelling: the player pieces together the family’s past and why they are gone through examining journal entries, or through automatically unlocked audio from Sam. This is an example of embedded narrative: not only is this nonlinear storytelling, given that Katie is discovering the past disjointly, but these entries are also pre-structured mise-en-scène awaiting discovery, like mini cutscenes that involve only audio from the past. Katie gets to freely explore the space, but the audio still guides the story in pre-structured ways that do not lead the player astray.

Finally, I want to highlight how the game designers diversified the gameplay by adding Katie’s input when exploring the house. Katie is not at all a neutral observer: she cringes at her parents’ broken marriage and counseling magazines, the one pack of condoms hidden in the drawer makes her hate life, and when she sees Sam’s abstract patterns, the default verb for interaction changes from neutral terms like check/read/examine to scrutinize, embodying a deeper appreciation and gaze. I think this really helps bring the full picture of the family to life and lets us know Katie is also a character with agency and her own judgments, rather than just a walking machine we control. To further diversify the gameplay, after exploring a couple of rooms, the option of crouching also emerges, and in a way it feels like I unlocked a new way of walking and observing my environment more intently.

^ Katie cringes upon discovery of condom in parents’ drawer. Other objects in this game typically show more generic training messages, but occasionally we get to see what Katie thinks.

^ The view right after you unlock crouching: now you can peek underneath the bed!

I didn’t play enough to get to the point where I got the code or unlocked some locked spaces, but that is because I was so entranced by each detailed object and note that time flew by, which proves my point about the detailed environmental storytelling the game achieves. Gone Home shows that walking is not just movement between plot points, but the main way the story is told. Through embedded narratives and environmental storytelling, the act of walking becomes the act of discovery itself. Instead of being told what happened, the player uncovers it through space, atmosphere, and small details, making the emotional experience feel much more personal and immersive.

Comparison and Critique

Compared to Night in the Woods as a walking simulator, Gone Home is far more solitary and environmentally driven. While Night in the Woods relies heavily on character interactions and the social dynamics of a small town, Gone Home tells its story almost entirely through environmental storytelling and the quiet act of searching. Both games center emotional storytelling rather than action, but Night in the Woods  feels more outwardly social and character-focused, while Gone Home is more intimate, with a pensive nature.

One critique of Gone Home is that some objects, like tissue boxes and sodas, can start to feel a bit repetitive rather than add to the story. I understand it’s meant to build atmosphere and hint at emotions in private spaces, but at a certain point the insane amount of objects could overwhelm the players and drown out the narratively more important pieces.

Ethics: Hidden Violence, Systemic Violence

When we think of violence, we often imagine physical violence: a clear incident, a visible perpetrator, and a moment where it seems to end. Someone gets shot. Someone gets punched. That kind of violence is absent in Gone Home. Although the house feels eerie and suspenseful, there is no monster, no chase, and no way for the player to die. Katie simply wanders through the “psycho house,” piecing together her family’s story.

But a deeper kind of violence is everywhere. It is psychological and systemic. We see it in the emotional neglect between the parents, in the family’s quiet unhappiness, and especially in Sam’s experience as a queer girl finding her environment increasingly suffocating and alienating. Each family member carries emotional pain that can be traced back to broader social oppressions, such as heteropatriarchy, which is violent. By excluding explicit physical violence, the game creates a more reflective tone and asks players to reconsider what harm can look like, cutting deeper into what constitutes violence beyond the surface.

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