

Virtual tourism has never seemed more meaningful.īut as I spend so many hours during Covid in my house, I also feel drawn to the concept of home, privacy, and identity. How does this walking sim mediate home, relationships, privacy and family? How does it narrate the queer experience? No game embodies these themes as intimately as Gone Home by The Fullbright Company, an indie classic that feels as relevant today as when it was first released by in 2013.

You play as Kaitlin Greenbriar, a girl who has just returned home after a backpacking through Europe for a year. It is a starry night in 1995 as she returns home. Her parents have moved to a mansion that they inherited from the father’s uncle, Oscar Masan.

Kaitlin, however, finds the house abandoned. This is already clear from the first letter that you find from your sister: ‘Please don’t go digging around trying to find out where I am. I don’t want mom and dad anyone to know.’Īs you explore the house, you find objects that are linked to the past of your family. The narration is primarily by your sister, whose letters you can find, and are read to you. She describes her relationship with Lonnie, and her struggle to come to terms with her queer identity: ‘It feels like every minute that I don’t spend with Lonnie, I spend worrying about them finding out about us.’ Gone Home, however, also has other plot lines.
