Monday 31 March 2014

Gone Home - The Fullbright Company

I played the Game Gone Home also and analysed it fully like I did with Dear Esther, this game is also relevant to my specialist practise because they too are a game that is focused on the environment, there is not a visible character in this game either just a story being told and objects being interacted with. This games company is 100% down my street, I absolutely loved the game, the graphics, the sound, the darkness to the storyline and the depth and empathy you felt for the characters, The Full bright company really went to town on this and did such a good job. 
I've researched into how they work and they are an independent games company of a small team which i think is defiantly a good way to make them work, keep it small and personal and build your skills together as a team to come out with something beautiful. They recently won the best debut in both the BAFTAS and the Game Developers Choice Awards.
Here's a pic of them winning, good for them :)

Here is a look at the gameplay if you wanna check it out, I highly recommend it to everyone and anyone. It's so good. 


Here's the analysis I did of the game-

Narration - The Narration to Gone Home was absolutely marvellous it was narrated by a girl who was played by her sister, personally i like mens voices for narration better they just seem to have a stronger and softer tone delivered at the same time, however i was very impressed by the well delivered girls voice.

Sound - The sound was done very well and scripted just right. I found no faults in it at all!

Scenography and Lighting - The scenography is set out so well for example with the added effects of the lights being off it creates an atmosphere for random objects to become something the player thinks is an enemy. They have been placed in a way that is in the exact line of sight for the player for example when you walk into the dads study there is a desk chair bang right there in the middle of the room you instantly think its going to be something else and jump out at you put its not, its just a chair, place very, very well. Another example would be in the very well lit living room with the television provided the only light mixed with the sound playing over and over again you are almost scared to turn it off just incase you see something in the reflection of it behind you, it psychologically gets into your mind and freaks you out without even doing anything.


Interaction - Gone Home had a few trap doors which in point and click adventure games are always nice to find you get a sense of accomplishment and it gives you more direction in the game level. You can pick up lots of things in Gone Home this is something that made me dive deeper into playing Gone Home and I literally was hooked and could not get off it, I had to explore another room and see what happened next.

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