Returning home after a year around Europe, only to find…?
When Kaitlin Greenbriar comes home after traveling for a year in Europe, she is greeted with a massive thunderstorm, an empty house, and a note from “Sam” taped on the front door. The player beings playing knowing little about Katie herself, other than the information printed on her passport. Further investigation (aka snooping through personal files, newspaper clippings, cassette tapes, secret passages, etc) gives more insight on who she is– a track star, a check-plus student, and a trouble-free daughter– as well as more knowledge on her family members.
As an interactive game, Gone Home does an excellent job of relaying information to the player. Through various letters from publishers, the player, along with Kaitlin, learns that Terry Greenbriar, Kaitlin’s father, is a well-known writer who wrote about the JFK assassination. And through meticulous speculation, the player can find Terry’s secret man stash. But it turns out that everyone in this family has something to hide. Letters from her roommate way back when show how Kaitlin’s mother, Janice, might be in a relationship with someone named “Rich.” Kaitlin’s younger sister, Samantha, however, holds the biggest secret.
The main mechanism used to introduce Samantha is a voice narration of her diary addressed to Kaitlin which establishes a strong sense of character for Sam, even though we never meet her in person. Other clues around the house affirm type of person she is: an imaginative writer, a sassy teenager, a rebel. Perhaps the most profound part of the play-through was discovering the relationship between Lonnie and Sam. Never once did Sam explicitly mention being a lesbian, but her actions and the clues she left behind (the notes they scribbled together, Lonnie’s recordings, the leftovers of their secret ghost hunts) all point to her feelings for Lonnie. A small, but prominent detail is the heart-shaped necklaces Lonnie and Sam bought. It first appeared as a scrap of paper in the basement, but developed into a picture of the two of them holding their necklaces, to the end credits with the pieces of their necklaces connected to each other. Although one may not expect much from a first person narrative game, Gone Home develops an unpredictable story that warms the heart of the player.