>this game made hipsters loose their shit with excitement in the early 2010's

>this game made hipsters loose their shit with excitement in the early 2010's

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  1. 1 year ago
    Anonymous

    requesting gone_home_speedrun.webm

    • 1 year ago
      Anonymous

      late but here you go

    • 1 year ago
      Anonymous
    • 1 year ago
      Anonymous

      >.webm

      it was short enough to fit in a .gif lol

    • 1 year ago
      Anonymous
  2. 1 year ago
    Anonymous

    Nah hipsters just wanted an entry point to discuss at parties. They also dabbled in folk music, tabletop games, longboarding, blogging and bicycles.
    Turns out having a light interest in geeky things makes you a frick target, and various beta males discovered this lifehack.

  3. 1 year ago
    Anonymous

    Nah, it was mostly just a critical darling for whatever reason. Most people just made fun of it because you could reach the credits screen in like 40 seconds when they weren't seething about lesbians or whatever the frick.

  4. 1 year ago
    Anonymous

    >this game made hipsters loose their shit with excitement in the early 2010's
    It didn't make hipsters lose their shit. It made gaming journos pretend to lose their shit, because this was exactly at the time when gaming journalism was going through a MASSIVE crisis of identity and credibility.

    In the years leading up to this shitfest release, gaming journalism became more and more openly criticized for long-lasting corruption, tied to the gen7 era big publisher push into the industry. The reputation of journalism was absolutely ruined by endless reveals of big mags happily accepting both direct and indirect bribes from major publishers and in return, uncritically praising whatever garbage AAA games were being released.

    So around 2013, when this became more and more acknowledged, and alternative media like youtube were rapidly outgrowing these traditional mags, a crisis of credibility and a desperate need to reinvent their identity, gaming journalists were looking for something new to latch onto.

    And Gone Home's pathetically obvious push for "artistic acomplishment and progressive views" became the perfect tool to reinvent themselves. Praising Gone Home was supposed to show that gaming journo's are no longer these dumb, crowd-and-corpo pandering corrupt tools, but rather indepenendent, progressive, art-appreciating folks.

    And that is the story of Gone Home's critical success. It served as a tool for journo's to try and escape their former corrupt, Halo "loving" fratboys identities and become the whinny, politics-obsessive c**ts we know today.

    It's a fricking awful game, by the way. And I say that as someone who actually loves story-focused games, and even likes some walking sims: Gone Home was always beyond garbage. It's fascinatingly bad even if you don't mind the creepy and pandering writing - it's just really bad a piece of storytelling on every level.

    • 1 year ago
      Anonymous

      ants

      • 1 year ago
        Anonymous

        Oh, sorry about that. It's not a very important picture anyway, but here's the right one.

    • 1 year ago
      Anonymous

      Oh, sorry about that. It's not a very important picture anyway, but here's the right one.

      Fricking this.

    • 1 year ago
      Anonymous

      Oh, sorry about that. It's not a very important picture anyway, but here's the right one.

      I mostly agree with this but I do think Gone Home did one thing right, and that is tell a story primarily through its environment while wrestling as little control away from the player as they could. I'm really not enamored with shit like unskippable cutscenes and walk-and-talk sections, so for as stripped back as Gone Home is in terms of control to begin with I can at least appreciate its willingness to put it all out there and have the player put as much of it together as they care to. That does not make it a good video game or even that it has a good story, but rather it has one (1) good quality that I wish better video game took more advantage of.

      • 1 year ago
        Anonymous

        >and that is tell a story primarily through its environment while wrestling as little control away from the player as they could.
        I'm sorry, but did we play the same game?
        Because while it has been a while since I played Gone Home (and I sure as frick did not replay it a second time), 90% of the storytelling was done through fricking voice-overs that magically materialize in your backpocket after touching a random obvious "only interactive item in the room."

        Gone Home was TERRIBLE at environmental storytelling. That is my biggest problem with it. It cannot even create a sufficiently convincing illusion to a real home, much less make it feel like it's lived in and the details communicate it's points. I've seen more convincing house interiors in Doom 2, and more subtle environmental storytelling in Halo Prey 2006.

        Everything is told through a text dump, or a voiceover recording. There is no environmental detail beyond the really fricking lazy and obvious shit.

        When I went into Gone Home, I was hoping for one thing and one thing only. A convincing image of a home, where you can just read the environment to learn what kind of people live in there. That is LITERALLY the only thing I wanted to the game to do well, and it's one thing it fails to do COMPLETELY. If it wasn't for the text logs and voice messages, you'd never, NEVER figure out anything about these people beyond "father is a writer, girl has overactive imagination, and they all live in one of houses from Heretics E2M4: The Ice Grotto".

        If you want games that do solid job with enviornmental storytelling, look at something like INFRA, or Pathologic, or any decent point-and-click adventure - from TLJ to Syberia to any of the Lucas Arts one.
        Gone Home utterly sucks at this. It really, REALLY does not know how to do environmental storytelling, it's just a giant fricking chain of bad storytelling crutches. It needs a fricking secret hall to work for frick sake.

        • 1 year ago
          Anonymous

          >Everything is told through a text dump, or a voiceover recording. There is no environmental detail beyond the really fricking lazy and obvious shit.
          For the sister yeah, and that's the worst part - it puzzlingly goes out of its way to highlight the worst story. The other family members have more background shit that's easy to miss, though seeing as it's been nearly a decade since I gave it a go much of it has left me. But I do remember stuff like alcoholic implications on the father's part of being a failed author and the mother being a park ranger or some shit like that. I think the grandfather has something to do with the house's history too, I dunno.

          • 1 year ago
            Anonymous

            >it puzzlingly goes out of its way to highlight the worst story.
            Actually, it's the only story that has any complexity. The other two characters have exactly one trait each. The mother cheats because of course the suburbia mother cheats (there are only two possible characters when it comes to 90's suburbian mothers in the US: Either working mother who cheat on her husband, and stay at home mothers who are alcoholics of course! That is some really fricking fresh writing, and of course, this is told by the mother having a letter that admits the affair in her fricking house, of course!)
            And the dad has daddy issues, because his dad berates him. Again. Told ENTIRELY though the letter spelling out "Grandpa is dissappointed in daddy".

            Enviromental storytelling in the form of letters that reveal shit NOBODY would want to reveal, basically lying in the open.

            That is the fricking opposite of environmental storytelling. Everything is literally spelled out, it's fricking amazing how lazy it is.

            You want to know what is my favorite example of how bad the environmental storytelling was.
            The kitchen. The kitchen. The one place that usually reveals the most about a person from his entire house?
            There is nothing there. NOTHING FRICKING THERE. You don't even get an idea of what is their favorite soda. It's so fricking LAZY.

            I honest to go hate Gone Home, but not because of it's creepy, "woke" message, or the pretentions that surround it's reception.
            I hate it because it fails the sole thing it should do right. It had ONE. JOB.
            Tell a story through a house.
            And they could not do even that.

            • 1 year ago
              Anonymous

              Fair enough. At the end of the day, I care more for Gone Home's method of storytelling more than a lot of others because it avoids cutscenes to do it. Also, in my defense I do have a fondness for Resident Evil-esque log based storytelling. I do like running around areas and finding documents that tell you shit rather than putting the controller down and watching it happen, and I've liked that long before Gone Home did it. Maybe that's why it bothers me a lot less, but I do see your point.

              • 1 year ago
                Anonymous

                >I care more for Gone Home's method of storytelling more than a lot of others because it avoids cutscenes to do it.
                I don't. I'll take a good story told through cutscenes than a garbage one told through stuff like this. No amount of formal trickery can make a story worth listening to if the actual story itself isn't good.

                And for the record, I don't mind log-based storytelling. It's not the most inventive way of doing it, it can be obnoxious in some cases (especially when you really fail to explain why these logs exist - which is the case of Gone Home in particular), but I'm fine with whatever if the story is worth listening to. Not every game can be Pathologic 2, and I don't believe the fact that interaction is the defining trait of a videogame, this somehow makes non-interactive exposition inherently bad. Movies are defined by motion, but that does not mean using sound and music to convey their content is somehow a lesser approach.

                I have a particular hatered for Gone Home for this, because it's literally the only thing the game promised to do well though. There is literally nothing else in this game.

                Gone Home is pretentious, the story is shit and straight up creepy, and the way it tells it is worse than most crappy action games did at the time - there is absolutely not a single aspect of it that actually aciheves something remarkable.

                I'm all for games playing around with focus on narrative, but Gone Home and Firewatch did it both wrong.

              • 1 year ago
                Anonymous

                >Gone home is homo
                Completely accurate

                >Firewatch did it wrong.
                I disagree. It is not the best walking sim, that would be Edith Finch, but for what it is trying to do? It's a decent 6.5/10. The fact that its final twist is never revealed explicitly to you Delilah was pranking you all along and knew everything from start also put it up a rank higher than most walking sim. It is not entirely braindead, the story makes sense when you think a little about it, and it has an actual story to tell, with a twist that makes a second replay worthwhile and answers most of the craziness and quirks you didn't get in your first playthrough.

                A good idea, with a so-so execution, which makes it in the top percentile for all walking sims.

              • 1 year ago
                Anonymous

                >but for what it is trying to do? It's a decent 6.5/10.
                I can't agree.

                Firstly, Firewatch came almost ten years after Miasmata - a game that did exploring wildreness right, by actually gamifying the idea of hiking and navigating complex wild forests.
                Gone Home takes place in one house. The house feels like a bad Doom level but it's still one house, there is nothing you can gamify very well.
                But Firewatch was like 5 years in development, and revolves around hiking. There were games that already managed to turn that process into an actually engaging activity.

                Secondly, Firewatches writing is FRICKING ABYSMAL. I have nothing against the idea of red herrings and twists revealing you are dealing with psychological story rather than some X-files schlock, but there is a right, and a wrong way to do it. Cryostasis did it well. Firewatch did it as poorly as humanly possible.

                For starters - the twist is given away in the first fricking 5 minutes of the story. That is how long it took me to realize what the game is going to do.
                Furthermore, if you want to do this - you need to make sure that "real" story is not dumber and silier than the deliberately B-grade fiction red herrings you set up. I was absolutely, 100% aware that the story will pull a "it's actually a psychological story with no mass murderers or aliens" from the start, but when the "truth" is revealed, I genuinely though "well I'd be far more willing to believe a mass murderer chose the exact same moment as Illuminaty and aliens to pester this one guy, than I'll believe this fricking bullshit."

                The actual explanation is so fricking moronic.
                And all of this is topped by the fact that the dialogue is incredibly fricking unnatural and straight up obnoxious about 90% of the time. The voiceacters are giving their best, and on the handful of serious moments the preformance is good, but most of the time: they suond like fricking Gilmore Girls characters.

                Firewatch has the same issues as Gone Home.

  5. 1 year ago
    Anonymous

    Unironically a good-ass horror game until the gay shit started

  6. 1 year ago
    Anonymous

    Remember when we were laughing about how bad and pozzed games will be in the future

    • 1 year ago
      Anonymous

      I was busier following the drama surrounding Dragon's Crown and watching big Sorc breasts blow journos the frick out left and right. Made Anita's silliness transparent from the word "go".

    • 1 year ago
      Anonymous

      >Remember when we were laughing about how bad and pozzed games will be in the future
      I remember when people were flooding the board with pictures of their pledges to Anita's kickstarter because they found it funny how much it triggers others on this board.

      For like a year Ganker constantly shitposted about this game, and now it's barely remembered at all. Things got so much worse.

      They actually didn't. They got better.

      • 1 year ago
        Anonymous

        >They actually didn't. They got better.
        This, back then indie shit was all gay puzzle platformers and now it seems that every indie dev is into some sort of boomer shooter. Times are good

  7. 1 year ago
    Anonymous

    For like a year Ganker constantly shitposted about this game, and now it's barely remembered at all. Things got so much worse.

  8. 1 year ago
    Anonymous

    >pirating.gif

  9. 1 year ago
    Anonymous

    the first time I saw this I laughed for half an hour straight
    crazy how this idpol shit went from "pretentious hipster fringe crap" to "the norm of the gaming industry in current year".

  10. 1 year ago
    Anonymous

    still better than tlou 2

  11. 1 year ago
    Anonymous

    yea and it made me shit with rage, good times

  12. 1 year ago
    Anonymous

    Got it for free and still made me angry. Unironically the worst game I've ever played

  13. 1 year ago
    Anonymous

    I played it and it was perfectly fine for what it was.
    Calling it Game of the Year or giving it a 10/10 is absolutely laughable though.
    If you want an actual SJW boogieman-game with actual laughable amounts of pandering, you should play Tacoma, the next game by the GH-devs.

    • 1 year ago
      Anonymous

      >I played it and it was perfectly fine for what it was.
      Perfectly fine?
      It's supposed to be a psychological story but the family is literally what Daria made fun off, an exploration / environmental narrative that exclusively tells it's story through fricking voicelogs, a story of empowerment that consists of a mentally stunned teenage girl running away with her creepy fricking lover, it's so devoid of actual content ideas it wastes half of it's runtime on the cheapest fricking imaginable red herring, it's a game about exploring a house and can't even put together a layout that would look like a real house.

      How is ANY of that fricking "perfectly fine"?

      • 1 year ago
        Anonymous

        I expected as short, decently entertaining walking sim and that's what I got. It's been years since I last played it so I can't really give a detailed analysis I guess

        • 1 year ago
          Anonymous

          >I expected as short, decently entertaining walking sim and that's what I got.
          I'm fine with a short walking sim but shouldn't you expect at least good writing and you know, using the environment to tell the story?
          When the story and the environment are the sole content of the game, shouldn't they have some effort put into them?

  14. 1 year ago
    Anonymous

    I'd say Ganker lost their shit far more back then

  15. 1 year ago
    Anonymous

    Was this the most artificial a game has ever been pushed?
    >game made by indie industry insiders
    >their friends working at or running gaming sites all push the game and write great things about it
    >indie gatherings and festivals/conferences all run by friends of them ask well, also the push the game hard
    It was honestly embarrassing.

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