I am beginning to play through the game, “Gone Home,” from the request of my English professor, David Morgen. https://eng101f20.davidmorgen.org/quests/side-quests/side-quest-3-liveblogging-gone-home/. From what I can, the opening phone call makes the main character out to be a young girl who got to be on her own for the first time in a faraway place and has newfound confidence in her self by showing her trying to be independent, thus not wanting her mom to pick her up from the airport. However, the grim music and moody lighting of the start give a quick indication of the game genre. Upon arrival, the dark atmosphere, combined with the slow walking pace and heavy rainfall, gives off a mysterious and grim tone to the game. The note on the door with the names mom dad crossed out to show the main character’s oddities as she searches for her family and piece together whatever she possibly can.
Initially, from events outside my control, I despised the constraints and limits pushed on me when I read and wrote, thus leading me to not enjoy the subjects nearly as much as my other academics. However, additional events outside my control guided me towards a new path of writing and reading. I have learned that not all restrictions are forced, and finding your way of individualizing the experience makes the process far more enjoyable. For example, writing my literacy narrative involves me profoundly thinking about my journey through the reading and writing subjects that I got lost in my creative process. From this essay, I learned I have a lot of love for creating an exciting and thought-provoking piece of literature that I think my one of the topic sentences will be considered probably the most exciting sentence of my entire narrative.
I have started the game. My first impression with this game is that it is an open world game, kind of like Grand Theft Auto, but obviously with no violence. I admit that at first I didn’t know how to enter the house so I had to look it up.
I have just entered the house. First, I love that the visuals are immaculate and consistent. The overall theme is dreadful, scary, and quiet. This theme was conveyed very successfully through the wallpapers, the house wooden structures, the dim lightings, the dark colors, and the creepy bathroom on the ground floor.
I am now making my way to the left wing of the house. I am thoroughly impressed at the amount of details the authors put in. The handwritten notes are super realistic. Object arrangements are appropriate as well. The fact that I could grab an object and throw it down the floor or anywhere else gives me the feeling of being home alone, which is true.
One of the handwritten notes. Source: taken by me.
The story line and the clues are difficult to follow but that is appropriate since it mirrors real life. I have collected 3 journals now from Sam. I like her soothing and innocent yet depressing voice as it complements the theme of the house and game.
I am going up the stairs. Seems like the same pattern would occur throughout the whole game. My prediction is that we will be able to find Sam after collecting all the voice recorders and having visited the full map.
Overall, Gone Home’s mysterious theme succeeded in making me crave for more after playing the game. I always felt like there was something missing or about to happen while playing the game. Even though it was dead quiet for the most part, the suspense was all there. I felt like every little detail counts and when put together it would become a huge surprise or substantive to the story line.
Just started playing Gone Home. The opening screen shows a house in the forest during the night. The opening music is very ominous, so I speculate that this game is going to be very tense.
7:14 pm
Opening sequence: I was honestly pretty scared during the opening sequence. I could still hear the ominous music playing over the rain and occasional thunder which raised my heartbeat. There were also a few occasions where I heard the door creak, the wind gets louder, and the lights flicker from the inside of the room. The use of an audio message from the first-person narrator to her mom was a good way to establish character. It was nice how I could attribute a voice and personality to the character. I spent a few minutes looking around the front porch for more items, but I only found the key. I think the rest of the game will also be scary for me, although the sound of rain and thunder will be softer inside the house.
7:30 pm
In the main room: The first thing I did was go to the bathroom because it was the closest room. There was not much there. I also looked through the right closet, but I didn’t find anything. On a desk, to the left of the stairwell, I found a note claiming that my neighbor daniel was weird, and wanted our house back. There was also a message left on the phone desperately asking for Sam. I will most likely go left to see what I can find before going up the stairs.
7:50 pm
I checked the first drawer and found an obituary for the man that most likely owned this house before. In the closet next to it, I found a list and a journal entry implying that Sam might be depressed.
8:05
Inside the TV room: There was no door to this room, and the TV was on, so that really creeped me out. I looked through the room and there was another journal entry from Samyalking about making friends. Our dad, Terry, seems to be an editor of some kind. He also seems to be obsessed with JFK. I will go to the room next.
8:30
Secret room: I went into the secret room and it was really weird at first. I thought it must have been from Oscar, but it ended up being from Sam too. There was a strange red light in one of the rooms, I will check that out next.
9:30
Honestly, this really scared me. It was really unexpected. I was afraid to turn over the picture, but I was pretty sure that it would be Oscar because Sam claimed that the house was owned by a psycho. I am interested to see what’s in the attic, although I have a feeling it will be a dead body.
In the secret entrance, I picked up the crucifix and dropped it, and immediately the lights turned off. I immediately turned away and covered my head. I was almost too scared to continue the game, but my fascination drove me on.
End: I finished the game. Honestly, I am kind of disappointed. I am glad Sam is ok and happy, but I was really hoping there were some freaky things going on like Oscar’s ghost haunting the house. I think the game did an excellent job of subverting our expectations and placing things like red paint and scary games in order to build a false sense of fear. I enjoyed my time playing this game.
9:45: I’m not sure if the wind is coming from my surroundings or because my computer is overheating. Nevertheless, this front porch is penetrating darkness. The shadow illuminated by the windows could be from a tree, but all that seems to come to mind is the picture of BFG depicted on character books. I’m not sure if my character is coming home of if they rushed home because Sam is in danger, but maybe if I can come inside I’ll know. Just typing this out makes me feel nervous; I’m suddenly hypersensitive to the doors outside the apartment opening and closing as if something is going to happen to me when I go inside the door.
10:30: I’ve been walking aimlessly. It took me too long to find the key. I am filled with anxiety; there is something startling about walking in a large house alone. Not to mention, Sam’s journal referred to herself as the “psycho house girl”. What is wrong with this house?! The weather alert especially made me uneasy. I feel brought back to 2012 during Hurricane Sandy when my family lost power for two weeks. We since moved out of the house, but walking in the darkness with an aimless goal forever remains ingrained, and this game reignited that memory. Darkness is so central to this game that even walking into the light makes me wary.
I begin the game with the view of a porch. Unlike the many other games, Gone home doesn’t contain violence, yet it gave players a lot of freedom. With freedom, this game immediately gave me a hard time on how to probe the continuous steps. I had to spend 15 minutes trying to find the key on the bottom of a duck. This experience of probing provided a preview of the remaining plots. As I move around the first and second floor, I discovered that Katie is a rebellious child when she was younger and even her sister, Sam, called her a weirdo.
As I probe from rooms to rooms, I discovered more and more about this family. The father, Terry has some nasty secrets, Sam seems to change a lot as she gets older. The journal would give me a lot of information into the plot and I really like this type of plot progression method.
I begin the game with the view of a porch. Unlike the many other games, Gone home doesn’t contain violence, yet it gave players a lot of freedom. With freedom, this game immediately gave me a hard time on how to probe the continuous steps. I had to spend 15 minutes trying to find the key on the bottom of a duck. This experience of probing provided a preview of the remaining plots. As I move around the first and second floor, I discovered that Katie is a rebellious child when she was younger and even her sister, Sam, called her a weirdo.
As I probe from rooms to rooms, I discovered more and more about this family. The father, Terry has some nasty secrets, Sam seems to change a lot as she gets older. The journal would give me a lot of information into the plot and I really like this type of plot progression method.
There existed a sense of foreboding in the front porch. With a flickering light, the place grew eerie. Near the window, thundering and rain is what I could hear but as I got closer to the main door, the noise seemed to faint. This hints at the extent of time I spent looking for the key. That attention to detail raised my expectations for what was behind that main door.
I’m an all for clues person. Solving mysteries is my thing. I’m beginning to play this game with caution. I do not know if that’s the right attitude. I just checked the toilet paper for it could mean something. Roaming in the hallways and searching every room minute by minute made me impatient. To my dismay, not all rooms bore clues. Music library was one of them.
Right now, I am near the dad’s office. I hear two men talking.
8:00 PM
Though it turned out to be the TV, that thought was blood curdling. Reading every crumpled note from trash, I could feel what Samantha was going through. I then climbed the stairs. Picking up clues along the way, I reached an area with red lights. It cautioned not to enter if the red lights were on. Though every bit of me wanted to explore that further, I couldn’t find the entrance to it.
8:12 PM
I’ve just learned about the existence of a secret room. I’m headed there. As thrilling as the path was with the panel opening from the wall, there was a feeling of disappointment on climbing down to the secret room. By then I had reached a conclusion of my own. Probably, Samantha’s parents were too hard on her so she fled with Lonnie, her lover; her parents might have gone to find her. I’m still traversing through the house so I might keep adding more.
My eyes were strained during the game, but I kept going. With pulling every bulb string, I had chills going down my spine. It felt as if unveiling the entire mystery was the only way I could swallow food down my throat.
It’s a rainy gloomy evening in Mumbai. It’s dark when I look outside, even though it’s just close to 6:00 PM. Blissfully unaware of what the game was like, I decided to play Gone Home– not my brightest idea.
As the game started, I could hear the roaring sound of the rain, and the deafening thunder. I was on the front porch of what was supposed to be my home, but there was nothing that made me feel welcome. It was dark, periodically illuminated by sudden discharges of lightning. I saw the note that someone called Sam (possibly a sibling) had stuck on the main door– they were missing. I figured that the goal of the game was likely to figure out why they ran away and/or to find them. This did not improve the emotions I was feeling, the suspense heightened, and the game started feeling increasingly like a horror game. Horror– my least favorite genre.
I tried to get into the house, but I could not figure out how. It took me an embarrassingly long time, much longer than I’d like to admit. I tried walking into the door, I walked around the porch 20-30 times, to no avail. At some point, I thought my laptop had a technical issue and that the game was glitching, so I quit and restarted. After several minutes I found the key and cursed myself for how obvious it had been. I entered the house, and the sense of eerie persisted.
Maybe it’s because I don’t usually play video games and I don’t really have much to compare it to, but the visual effects of the game thus far really struck me as beautiful, in a sinister and dangerous way. This, along with the sound, really set the atmosphere and make the game-playing experience more immersive. Another minor detail which I found very interesting was how the game manages to establish the time, location, character and situation (the character returning home after a long trip) without explicitly saying any of it.I figured out these facts by listening to the message she leaves for her mother, and looking at things like her passport and boarding pass.
But anyway, back to the ‘home’ I have to explore.
6:13 PM
There are a couple boxes laying around, it seems like the family is moving out. I went to the bathroom, and didn’t find anything too interesting. However, the faucets were in working condition and there was some soap by the washbasin. Outside, the telephone was in working condition as well. There were some messages left on the machine too. Someone is calling Sam because they’re in trouble. These things made it seem like the people living in the house (my parents and Sam) had left all of a sudden, and it was unplanned. Something was wrong.
6:19 PM
I ascend the looming staircase. I fumble around trying to make sense of all that I see. I learn that Janice Greenbriar (presumably the mother) is a Senior Conservationist. They live in Boon County. Small details that help build the characters without meeting or seeing them.
6:31 PM
I’ve been walking around the house picking up on random details. My father is a writer working on a new book. Someone (certainly the dad) is also obsessed with the death of JFK. He’s got a whole room dedicated to this. Also, the house originally belonged to someone called Oscar Masan, who we learn is the deceased, ‘psycho’ uncle. This is getting interesting. I feel myself losing the ‘creeped out’ feeling and gaining the ‘I need to know more’ feeling. I am more comfortable with the spooky and borderline morbid vibe of the game.
Locker in Sam’s room
6:41 PM
I see a door that has a warning sign on it. ‘Caution: Radiation Area. Keep Out.’ I’ve played this game long enough to know that I definitely should NOT keep out. There was something important in there. I enter into what the map tells me is Sam’s room. There was a locker with some female models’ pictures pasted on top. I open the locker and there’s a magazine in there called ‘Gentleman’. It is, quite clearly, ‘the Magazine for Men’. What’s it doing here? I listen to Sam’s journal entry. She has a friend called Lonnie who is afraid she’s done something wrong. I spot some clothes in the locker with the anti-theft tag on them. Was that it? Maybe. I listen further. Turns out, Lonnie kissed Sam who is a lesbian. (Maybe the word ‘friend’ wasn’t appropriate). I’m a sucker for teenage couples, so for a moment I got quite excited. Suddenly, I heard a piercing sound: thunder, and I remembered that this was not some cheesy rom-com. Sam had still run away, and the house was still terrifying. I tried to make sense of what all I just found out. Did Sam run away with Lonnie? Was she afraid to come out as a lesbian to her parents? Why did she have stolen clothes in her locker? Did Lonnie steal them? Is she covering up for Lonnie? So many questions, but for me, the game just got really, really interesting.
Just got through the door. Took a lot longer than it should have. Some of the things I tried before finding and using the key were: moving toward the door hoping to break it, throwing the Christmas Duck at the door, throwing the cup at the door, and doing a combination of the above. First few minutes served as learning: how to move and how the game interacts with me. I notice I am probing on a very deep level: I almost feel like a child in a candy store in the sense that there’s one hundred things I want to try, hopefully succeeding in one or two of them. Some other notes: I feel as though I am not Telescoping practically at all. I literally do not even know a single goal, but perhaps this has to do with core idea of the game. One thing that struck me in the second Bogost reading was the phrase “the medium is the message” and it is likely this is what developers hoped for at the start: confusion at the very start before one understands their tasks, much like the situation in which one comes home and no one is there. Enjoying it so far.
Main room: Okay things are getting a wee bit scary. Turned sound on: mistake. The voice recording of our character saying ‘Sam’ is bone-chilling, and I thought something jumped out at me when I opened the bathroom door. Maybe I’m just a wimp. My curiosity overtakes next fear, and I shall continue through. Hope we meet again.
Hallway: I’ve just been informed that the main room is called the ‘foyer’ by the map. Duly noted. This hallway is also terrifying, just like something out of “The Shining”. Up to this point, Probing has revealed a few things: your relationship with your sister Sam is rife with envy: Carol mentioned it in the postcard, and you have two trophies in the foyer. Scoreboard reads Katie 2: Sam 0. Apart from this, this is a new house – I picked up on this when postcard read “weird” as it pointed to address. Also, what is a “dejeuner”? Things to note: your great uncle, Oscar, died, and we don’t know who is the person in the soldier photo – Desoto.
Dads office and room between it and hallway: Unfinished letter – someone must’ve left in a rush. Also, time travel and the assassination of JFK. Maybe this is a frightening joke or something. Seems very mad scientist-y. Dads office filled with books, I’d wager there’s a secret door somewhere here. Also looks like your dad almost got fired.
Hallway again:
Crumpled note does not bode well. Uncle went ‘psycho’. Also, no-go on the secret door frontier. Disappointed. Entered the TV room – man, this place is freaking me out. Crouch allows you to see the novel ‘Ghosts and Poltergeists’ under a bunch of pillows. No bueno.
I chose this photo because I think it captures my main feelings throughout: one one hand, something feels incredibly wrong and scary. There are signs of haunting, or science fiction horror, and of family abandonment. On the other hand lies the serene answer; your family is not home right now, and this can all be explained by a simple misunderstanding. And in the middle is the light – the curiosity guiding you through it all.