Gone Home

Witty and melancholic, Gone Home is a triumphant exploration of a beautifully textured family space.

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VideoWatch: What makes a game indie?

Good question, Eurogamer show.

Earlier this week, Tom and Aoife got their hands on Unravel, the cutesy platformer developed by ColdWood Interactive and published by EA. As they played, they got to wondering - seeing that this undeniably indie-feeling game is being published by one of the biggest companies going, can it really be called an indie?

Gone Home console review

Gone Home has many ways of pulling on the player's heartstrings - especially if you're of a certain age, and given to welling up at the sight of button badges, or the lush click of cassette player buttons - but one of the game's most affecting tactics is simply that it lets you put objects back, exactly as you found them, with a context-sensitive input.

Gone Home

Developer: The Fullbright Company

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FeatureEurogamer's top 50 games of 2015

The full list, as voted for by Eurogamer's editorial team.

We've tended to shy away from lists in the past at Eurogamer, but when there's the opportunity to hastily slap up an index of games in order to spend another couple of days doing sod all, why not?

Gone Home is console-bound

"Get ready to go home again."

The Fullbright Company's exploratory coming-of-age drama Gone Home is heading to consoles via publisher Midnight City, Majesco's new indie label that's also backing the just announced Costume Quest 2.

Gone Home gets amazing fake DLC trailer Gun Home

Gone Home gets amazing fake DLC trailer Gun Home

"Are you a rad enough riot girl to rescue your sister?"

The Fullbright Company's exploration-based coming-of-age story Gone Home has been parodied by Dorkly's Tony Wilson in the following trailer for its fake DLC Gun Home.

[Spoiler Alert! Gun Home parodies certain aspects of the game many players will want to discover for themselves. As such, it's best watched after completing Gone Home.]

The made up DLC imagines player character Katie Greenbriar as a war vet coming back from Iraq to find her sister Sam kidnapped by terrorists. Naturally, this poses the question: "Are you a rad enough riot girl to rescue your sister?"

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FeatureDevelopers' Games of 2013

CD Projekt! Blow! Bithell! Molyneux! More!

We've had our say on 2013's best video games. And so have you. Now, it's the turn of the developers, the makers of the virtual experiences we so love. Read on for the games of 2013 according to the creators of the likes of Super Meat Boy, Assassin's Creed 4, XCOM, Oculus Rift and more, complete with Twitter bios.

Gone Home gets Commentary Mode as a free update

Gone Home gets Commentary Mode as a free update

Sleater Kinney's Corin Tucker is in the mix.

First-person exploration mystery Gone Home has received a Commentary Mode as a free update.

This adds audio commentary by the four folks at developer The Fullbright Company, lead actress Sarah Grayson, composer Chris Remo (of Thirty Flights of Loving and Gravity Bone fame), and Sleater Kinney lead singer Corin Tucker whose music from her previous band Heavens to Betsy is featured heavily in the game.

Amusingly, Fullbright's creative director Steve Gaynor told me that he recorded Tucker's audio with her in a quiet study room in Portland Public Library because he was afraid that inviting her to his house would seem too creepy (made more so by the company's work space being in the basement).

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Gone Home sells 50,000 copies

Gone Home sells 50,000 copies

Time for an upgrade.

Gone Home has sold 50,000 copies, developer The Fullbright Company has announced.

The indie game was released on 15th August 2013, so the 50,000 figure, which collates sales on Steam and Fullbright's website, was achieved in under a month.

"We're now almost a month out since launching on August 15, and we hope people will find it encouraging to know that, along with the positive critical response we are continually grateful for and humbled by, we are also doing alright as far as sales numbers go!" Fullbright co-founder Steve Gaynor wrote on the company's website.

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FeatureThe play's the thing

Smarter writing in games is a good thing, but let's not forget the importance of intelligent systems.

Gone Home is a critic's dream game. I liked it a little more than Oli did, a little less than most other reviewers, but whatever you think of it, there's plenty of thematic meat to chew on, some brilliant writing, and a particularly progressive bit of character development (which shouldn't really be considered progressive but, in terms of video games, it absolutely is). More importantly, it's over in two hours. You can get a review and a couple of features out of that, easy, with a total time investment far less than that 6/10 action game you trudged through for 20-odd hours a couple of months back.

Behold: Gone Home's several easter egg cameos by other devs

Double Fine, Supergiant, and Harvey Smith contributed to the Greenbriar estate.

Last week saw the release of The Fullbright Company's fascinating exploratory mystery, Gone Home, in which players spend the better part of a few hours learning about a suburban Oregonian family in 1995 by rifling through their possessions. Some of you may have been quite taken by the story, while others weren't as intrigued by it, but almost everyone can agree that the four-person team at Fullbright can simulate 1995 with the best of them. But like most great artists, they can't do it alone and had help from other industry veterans to complete their vision.

Gone Home review

Gone Home review

A house is not a home.

Gone Home, an engaging but frustratingly slight narrative game from new Portland indie outfit The Fullbright Company, announces its intentions quite clearly with its title and its setup. It's 1995 and you play Katie, returning to Oregon after a long trip to Europe to find your family's new home empty and an enigmatic note taped to the door. Where is everyone? Exploring the large, unfamiliar house, you search for clues to where your parents and teenage sister Sam might be - and what might have happened to them in the past year that won't fit on the back of a postcard.

This game has a resolutely domestic scale: with a storm raging outside, you're not even permitted to leave the house. The Fullbright Company has decided that family drama, the subject of so much great art, ought to make a suitable subject for a video game - and quite right too. It's a noble aim, and it's executed with some skill, within the curious limitations of the format the studio has chosen. But noble intentions aren't enough in themselves, and when the screen fades to black it turns out that Gone Home doesn't have much to say for itself. It's more manifesto than message.

That it succeeds in holding your attention for a couple of hours is down to some strong writing and effective, if slightly cheap, use of a couple of potent hooks. The first of these is a fine eye for 90s pop culture nostalgia that chimes with the archaeological feel of the gameplay as you rummage through a disordered house that might have been left 20 minutes or 20 years ago. Anyone who was a teen in the period won't be able to resist a misty smile at the home-taped copies of The X Files, the cut-and-pasted riot grrrl 'zines, the mixtapes scrawled in biro, the plaid-filled closets and the gig posters announcing turns by Buffalo Tom, Lisa Loeb and The Mighty Mighty Bosstones. There are even tracks from Heavens to Betsy and Bratmobile on the soundtrack.

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Rezzed 2013 Leftfield Collection line-up unveiled

Gone Home! Gun Monkeys! Reus! Ether One! And many more.

Last year, at the inaugural Rezzed PC and indie games show, we invited 16 awesome indie developers to bring their games along and show them off in a massive arcade right in the middle of the show floor. Games like BaraBariBall, Gateways, Gunpoint and Proteus were the talk of the show.

Gone Home to feature classic riot grrrl tunes

Rock out to Heavens to Betsy and Bratmobile.

Gone Home - the urban exploration mystery from the ex-BioShock 2 devs at The Fullbright Company - will feature licensed music from classic riot grrrl bands Heavens to Betsy and Bratmobile.

FeatureGone Home transports players back to 1995

Former Bioshock 2 developers create a unique time capsule.

Historically games haven't done a very good job at recreating what it's like to inhabit a specific time and place. Assassin's Creed 2 may get the surface details of Renaissance Italy down - the architecture, the costumes, and the technology - but I can't tell you how life in Florence differed from life in Venice, aside from the fact that they seemed to both have a lot of stabbing and people yelling "thief!" I've traveled the globe in Call of Duty shooting men in army fatigues and blowing up tanks, but based on that I wouldn't be able to say how modern day Russia differs from Afghanistan, besides one being a bit snowy while the other's a bit sandy.

Gone Home creator on the rise of non-combat first-person games

Ex-BioShock dev insists now is the time go indie.

BioShock 2: Minerva's Den lead and founder of The Fullbright Company Steve Gaynor explained in a recent interview with Eurogamer that the timing was right for the indie's upcoming first-person PC investigation sim Gone Home, as "there is this kind of burgeoning subgenre of non-combat first-person games that are coming out."