Fullbright On The '90s, How Many Guns Gone Home Has
I recently had the privilege 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. 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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