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Gone Home Gets Switch Release Date

Gone Home Gets Switch Release Date - News

by William D'Angelo , posted on 15 August 2018 / 1,590 Views

Publisher Annapurna Interactive and developer The Fullbright Company announced Gone Home will launch on the Nintendo Switch via the eShop on August 23. It is out now for the PlayStation 4, Xbox One and Windows PC.

View the Nintendo Switch announcement trailer below:

Her is an overview of the game:

June 7th, 1995. 1:15 AM. You arrive home after a year abroad. You expect your family to greet you, but the house is empty. Something’s not right. Where is everyone? And what’s happened here? Unravel the mystery for yourself in Gone Home, a story exploration game and award-winning debut from The Fullbright Company.


 A life-long and avid gamer, William D'Angelo was first introduced to VGChartz in 2007. After years of supporting the site, he was brought on in 2010 as a junior analyst, working his way up to lead analyst in 2012. He has expanded his involvement in the gaming community by producing content on his own YouTube channel and Twitch channel dedicated to gaming Let's Plays and tutorials. You can contact the author at wdangelo@vgchartz.com or on Twitter @TrunksWD.


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7 Comments
psychicscubadiver (on 15 August 2018)

Oh good. I was looking for a way to utterly waste one hour and $15.

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Lol I still don't get why most critics love this game and most gamers hate it

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Because video games are meant to be interactive and this thing is not.

If the focus of the game is on the gameplay then the story can be simple (or non-existent) because the challenge within the gameplay is the interaction. Like, Super Mario games or Tetris. If the focus is on the story then the story needs to be one driven by the gamer themselves. Choices need to be available and they need to matter. Like in Oxenfree or the Stanley Parable. Gone Home is a straight line that requires no thought or interaction beyond 'walk here'. It is a passive experience, not an active one. If the designers had made this a short film or graphic novel or whatever that would be perfectly fine, but 'Gone Home' gets called a 'walking simulator' for a good reason.

All the above is why I dislike it. The reason I hate it is because critics heap endless praise on it which it doesn't deserve. Gaming journalism has long since stopped representing most gamers. Gaming journalists constantly want to push a 'games are art' angle to validate themselves while complaining that games like 'Cuphead' are too hard. 'You can't spell ignorance without IGN' is a phrase for a reason.

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Thanks for the explanation. I definitely get where you're coming from.

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Jaicee (on 16 August 2018)

I consider Gone Home to be my second-favorite video game of all time and will definitely be getting the Switch version! It's [SPOILER!] a lovely, and extremely rare, lesbian love story that I only wish more fully mirrored in my own coming-of-age experience. I wish there were more games that validated my orientation, especially in the character-driven sense that Gone Home does because usually, when lesbian relationships are represented in games, it's only a secondary aspect of the game, not what it's actually about, and also usually uses nameless, generic avatar characters to do that.[/SPOILER] But to highlight less plot-related aspects of the game I like, I really enjoy Gone Home's general atmosphere, which takes me back to a time I can remember being almost happy, and in a way that I can relate to directly, with its homages to the Super NES, VHS tapes, bubble-screen TVs, Street Fighter II's popularity at the arcades, the AWESOMENESS that was the riot grrrl punk band scene there in its heyday (I still love the classics by Bikini Kill, Bratmobile, Le Tigre and others to this day, as well as the occasional new one by the likes of Pussy Riot :-D ), and so much more. Also, while not everyone appreciates such things, I like that Gone Home is realistic in terms of how you play it; that the developers bravely opted against horning in enemies to fight and puzzles to solve and traditional collectibles and so forth, instead opting for a very believable, down-to-Earth approach to both storytelling and gameplay that focuses on exploration and solving a mystery without superficial implements. Not every game needs to be this way, but I continue to find that design choice a refreshing change of pace, especially as someone who struggles with anxiety. Every so often, I just want to retreat to a peaceful game like this where the sense of tension comes from the mood the game sets rather than frustration.

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