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Gone home review
Gone home review




Various bits of correspondence deal with the automation of labor in space stations like Tacoma, and labor movements to unionize and protect potentially affected workers. It's easy to miss, but in one character's office, there's a form wherein one crew member requests a day of remembrance for a Tibetan genocide that occurred in the 2050s, a mere 30 years before the events of the game. The problem is, this is disingenuous with the world Tacoma takes place in-which is a surprisingly cynical one. The game channels Star Trek in its character dynamics, hoping for a better future where companies hire diverse employees, where attitudes are perhaps more accepting than they are today. It's not hard to see Fullbright's rationalization for the utopian attitudes. It's immersive theater, but with a remote control. This lets you observe a conversation between two characters in one room, and then rewind to see what other characters were doing in another at the same time. Since each scene is a recording, you can scrub through it, fast forwarding and rewinding the digital ghosts as you see fit.

gone home review

Enter a wing, and you can see a scene play out, with each crew member represented as a colored silhouette. Most of your time is spent going through one of Tacoma's wings at a time, observing augmented reality recordings that give you glimpses into how the six-person crew of the Tacoma spent their last 72 hours. You play Amyitjyoti "Amy" Ferrier, a contractor hired to investigate the Tacoma station after its crew mysteriously abandoned it, and obtain the station's artificial intelligence, Odin. Instead of a house, Tacoma is set in the eponymous space station in the 2088. It was a lovely little game and a stunning debut, signaling the start of a movement in first-person independent games that told stories by giving players a space to explore by themselves, with no combat, puzzles, or any of the usual accoutrements of video games.įour years later, Tacoma takes the ethos of Gone Home and steps up the ambition. You spend the game snooping around the house and piecing together the small dramas that have unfolded during Katie's absence, listening to mixtapes, finding bills, journal entries, correspondence, and other domestic ephemera. It cast players as Katie, a young woman returning from some time overseas to her family's large Oregon home in 1995, only to find no one's there. That first game was a lightning rod, a watershed moment in narrative games. Out this month, Tacoma is the highly-anticipated second game from Fullbright, the acclaimed studio behind the 2013 indie hit Gone Home.






Gone home review