Gone Home is an interesting title from the Indie market, with polarizing opinions about its design and definition as a game. Whenever someone asks the “is this a game or not,” argument, Gone Home is usually cited somewhere.
Another interesting detail is how Gone Home has inspired an almost “narrative adventure” subgenre; where players can explore a detailed environment to learn a story, as opposed to the straight up linearity of most adventure games.
Since then, we have seen developers try to emulate the success with other games built around storytelling rather than gameplay; The Vanishing of Ethan Carter and Layers of Fear are two examples. However, these games have not been able to achieve the same critical praise that Gone Home did, and gives us something to talk about today.
Gone Home might appear to be a simple title, but like its story, there is depth under the surface that made it into the success that it is.
Besides my Darkest Dungeon and Diablo 3 plays, I have two more series starting soon. The first is going to be a trial run of general streaming on Sunday. I even got Ken to make me a, “I’m getting ready to stream,” picture for it. The other is going to be a run of Grim Dawn, now that it is leaving Early Access after years in development. Be sure to check them out on the Youtube channel.
This week on the cast, Mitch Gitelman from Harebrained Schemes returned to the cast to catch up and talk about the studio’s next title and first rogue-like inspired game: Necropolis.
Recently I played the horror game Layers of Fear that like Five Nights at Freddy’s has become another Indie darling among Youtubers and watchers for its “fear.” For me however, things are different; I found the game to be as boring as the Five Nights series and the reason has to do with jump scares. The use of jump scares has grown with the rising popularity of streamers, and for today’s post, I want to talk about why I think they’re a determent to the horror genre.