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Moving Pixels Podcast: Haunted Homes and 'Gone Home'

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Monday, Oct 7, 2013
'Gone Home' affords players the opportunity to practice a little archaeology on a late twentieth century American home. And maybe to exorcise a few ghosts from that period as well.

The Moving Pixels blog has committed its share of virtual ink to the discussion of this summer’s “It game,” Gone Home. So, we figured it was time to discuss as a group our impressions of this study in environmental storytelling and exploration.
  


This podcast is also available via iTunes.


 

Our podcast contributors:


G. Christopher Williams is the Multimedia Editor at PopMatters.com. You can find his weekly updates featured at the Neuromance blog.


In addition to writing for PopMatters, Nick Dinicola is also a regular contributor to the Moving Pixels blog and appears regularly on the Game Hounds podcast.


Eric Swain is a frequent contributor to the Moving Pixels podcast and maintains his own blog on gaming, The Game Critique.

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20 Dec 2013
Gone Home is impressive not because all game stories supposedly suck and it's better than average, but because video games are not well-suited to romance.
3 Oct 2013
Gone Home doesn't set out to preach, but it offers some valuable lessons for how to create a memorable game.
11 Sep 2013
The oddest detail in a game world that concerns itself with including shampoo bottles, cereal boxes, and VHS tapes is the fact that the house that you occupy in Gone Home is missing one item so common to human experience and so common to domestic spaces. This is a home that contains no mirrors.
28 Aug 2013
Gone Home doesn’t merely leave you in an empty home and ask you to make a story. It asks you to make a family.
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