Impressions: Gone Home
BioShock 2: Minerva's Den was quite a special thing. It viewed the wildly fantastical world of Rapture through a surprisingly personal, down-to-earth lens, leading to one of the more brilliantly understated conclusions I've ever seen in a game. It was, then, with tremendous glee that we collectively squealed when we found out that the main thinkers behind Minerva were forming their own independent studio, The Fullbright Company. But what of their first game, Gone Home, which ups the character-driven mystery drama but throws out the undersea cities and drill arms (there's not even one!) altogether? Can the seemingly simple act of exploring a house make for a good game? I recently got the chance to take a closer look.
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