View Full Version : Fullbright On The ‚??90s, How Many Guns Gone Home Has

11-16-12, 04:40 PM

I recently had the privilege (http://www.rockpapershotgun.com/2012/11/15/impressions-gone-home/) of putting on my ‚??90s-appropriate detective hat and rifling through all sorts of (metaphorical ‚?? and some literal) dirty laundry in The Fullbright Company‚??s Gone Home (http://thefullbrightcompany.com/gonehome/). It felt a bit like a blend of Fallout 3‚?≤s environmental sleuthing and BioShock 2: Minerva‚??s Den‚??s brilliantly down-to-earth approach to storytelling. In other words, I resented Fullbright co-founder Steve Gaynor for eventually ending my demo session ‚?? with every fiber of my being. So of course, we did what people who resent each other always do: sat down for polite conversation. Along with the rest of the four-person Fullbright team, we discussed ‚??90s culture, how games can be interesting even when totally devoid of action, exploring non-traditional topics in videogame stories, whether or not notes, audiotapes, and things of the like are a storytelling crutch, and of course, how many guns Gone Home has. ¬*¬*

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