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Samsara AVATAR-512x410I loved glasses. That was up until I had to start wearing them. I got my eyes checked in 7th grade hoping I would need them, but I didn’t. Three years later I noticed I couldn’t see the blackboard as well as I used to. I knew what I needed, and I thought I’d be happy, but I wasn’t.

How many glasses do you wear when you’re watching a 3D flick? How do you see clearly underwater without them on? Do you change them everything you walk out in the sun? Do you have to carry around two pairs? Why are they so expensive? Is there a dent in my nose?

But with all these questions still unanswered, I got used to them, I tolerated them. And now, I rely on them to help me figure out if the person coming my way has a familiar face or not (and whether I should wave back, so I can spare the embarrassment of waiving back to a stranger).

I wouldn’t have it any other way. Glasses are great.

picture from: https://www.flickr.com/photos/47393687@N08/5522941329/

How Gone Home redefines perspectives and narration

When you dropped into a game in media res its hard to get your bearings what to do and what your task actually is. Combined with the creepy backdrop of an old mansion and earth shattering thunderstorm, when I first started the game I was immediately overwhelmed and originally thought this was some indy horror game where there’d be multiple jump scares. I started off hesitant not knowing where I should go literally feeling the gloomy ambience rattle through my bones. However, within 10-20 minutes I had finally gotten the hang of exploring the house and finding clues to pice together the story of Lonnie and Sam. Not only does this game challenge the LGBT issue head on, but introduces a unique narrative where we continue to dive into the emotion of Sam, the protagonists little sister.

Upon revealing the first couple of audio clips the user got the sense that Sam was a typical 90s teenager. She was into the new video games, rejected the ideals of her parents, and was obsessed with grunge a punk rock. However, what really sheds light on her situation is when you start to infer that Sam is lesbian and has feelings for her best friend Lonnie. This quick;y explains why Sam had all these girl magazines scattered around the house and why she thinks Daniel is so weird even though he probably was a nice guy who enjoyed playing nintendo. It was entertaining to see the love story develop between Lonnie and Sam and also how they snuck around in order to see each other. At the end true love prevailed cause even with the disapproval of Sam’s parents and the stigma with LGBT couples at the time Sam goes off to live with Lonnie. IT brings relevance to a large issue but also reintroduces that not long ago the LGBT was really discriminated against.

What also has to be said about this title is the idea of perspective as we, the user, construct the narrative of the game. It reminded of classic noir films of finding clues, similar to the directing style of David Lynch. In video games the protagonist the user controls already has a general sense of self and the user simply watches without control. However, Gone away puts the digital protagonist in the shoes of the user or vice versa as both people are in the same situation. Neither the user nor protagonist know anything about the relationship and it takes both people in order to uncover the mystery.

 

 

Gone Home: digging through the dirty laundry

The first seconds of Gone Home made me regret playing it at night, for the game instantly created a spooky atmosphere. In fact it reminded me of another game, Slenderman, a game that took away my sleep for many nights. Thus I turned on all the lights in my room and wrapped myself in a blanket before I could continue. However as the game progressed, no monsters, cursed dolls or slender people jumped out of the closets. Instead what the game was full of was the dirty laundry of a family living in the house.

The game kicks off with a woman calling her mother and saying she will come home late from the airport. It took me a while to understand that the whole game is presented from that woman’s perspective. She returns home (I guess this is why the game is called Gone Home), only to find it empty. However as she goes around she sees small pieces of evidence that show what happened while she was away. The final picture does not seem bright at all. Each member of her family has a lot going on and there is a huge question whether the ‘family’ even still exists. The members do not seem to care for each other and are caught up in their own business which turns the game from scary to bitter and sad.

The sound effects and poor lighting do a great job of creating an uncomfortable atmosphere. However as you get used to it the excitement withers away. After a few rooms the only thing that kept me going was the question: will I find a corpse of her sister somewhere in the house? Yet nothing as atrocious appears within the game. Thus after a while all you do is examine various items that belong to family members and put together a picture of what happened while the woman was away.

Overall I would say that this game has a great start as it creates a lot of confusion and a great spooky atmosphere. Yet this does not last long and the process of going through the game becomes repetitive. I would say that the most interesting point made by the game was the showcase of how much our personal belongings represent our lives. Of course most of the items found in the game were diaries, journals and recordings, which gave a pretty easy explanation of the situation. However there were many small things that help create the big picture and putting all of them together made me feel like a detective. However I at the same time felt uncomfortable in intruding the other people’s business and learning all of their dirty secrets. Thus I would say that if you like puzzles and watching Keeping Up With The Kardashians, this game is for you.

Gone Home

As the thunder sounds and the rain pours, the developers of Gone Home have, very successfully, used pathetic fallacy to create a distraught environment. At first, it appears as though the game would be a horror game, with a few jump-scares here and there, indicated by, mostly, the weather and thunder, and also by the scattered references to the “insane” uncle Oscar as well as the Ouija board and some notes. But, as the story progresses it isn’t difficult to realize that there is nothing to fear at all. The story is about a not-so-perfect family and the troubles many families actually have to face every day.

 

We find ourselves as Katie Greenbriar in 1995 (shown by the various notes, letters, and tags scattered around) in a not-so-recently moved-into house. The story unfolds as we find clues and objects around the house. Each clue triggers a “Journal Entry” read aloud to us by our little sister Sam who is a 17-year-old high schooler. This read-aloud style is the reason it’s seemed so easy to connect with Sam. You can hear the emotion in her voice when she is talking about people she loves and her new experiences. She isn’t just a voice; she is a person with emotions very similar to ours.

 

What is also interesting about the game is that, even though we don’t get to interact with any of the other characters, we are made aware of their lives as well. The mother working for the state forestry service and being rather successful, possibly having an affair with a co-worker, the father being a mediocre author and obsessing over the assassination of JFK, and Lonnie being a rebellious teenager who did what she pleased, are all brought out by letters and notes left around the house.

Gone Home—Telling story in a unique way

Weird music, along with intermittent bursts of thunder, Gone Home made my flesh creep when I first entered the game. As I cautiously opened all the wooden doors, fearing that dreadful creatures might suddenly appear, what jumped into my views were in fact letters, newspapers, piles of books, and bottles, pill cases, etc. Crumpled paper randomly thrown beside the wastebasket, video tapes labeled by names of films(?), lying there were just things so normally seen in everyday life.

Yet as I explored further, I realized that those I regarded as “normal things” were not normal at all. The letters, books, and small pieces of messages, were snippets of information which indirectly guided me towards the truth. By picking up randomly thrown paper, ejecting tapes of loud musics, little by little the figures of missing characters had been vividly completed. The books never sold, the message taped on the back of the book, the letters congratulating promotion, creepy drawings pasted on walls, and puerile handwriting on torn pages, together depicted the whole picture of the gone characters. They never showed up, but we peeped through the stories of their lives by observing what they left.

Gone Home—Telling story in a unique way

I guess this is what is unique about Gone Home: the way the game illustrates a rich story by providing scattered information, allowing us to piece together the plot, and at the same time fully immerse ourselves in the context.

As Sam’s voice, filled with sincere emotions, revealed her best wishes to Kate, I had to say this wasn’t a scary game at all. Contrary to the spine-chilling music and sound effect, Gone Home is a rather moving and warm story, but it wouldn’t be that moving if it wasn’t me who discovered it piece by piece.

 

PS: As someone who has been barely exposed to American culture, it was great fun discovering an American house in the 1990s. I feel like I know more about the culture after I played through the game.

Gone Home—Telling story in a unique way

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This is a photo that I took on my own. The photo depicts my friend’s cat and dog. I used picmonkey.com to add the texts on the picture.

I chose this image because I feel like the cat’s demeanor depicts my feeling about writing and games. Though I know this class is centered around video games, I am not a huge fan of video games. I personally do not play games in my free time, but would not be opposed to trying new things and being open minded about them. I have never really had a blog or diary while growing up so I think this will be interesting to have for english.  I also love dogs and fat cats, and that is one of the main reasons I chose this picture. The cat’s appearance in the picture is amusing to me, and I hope it will be for others.

It was kind of difficult creating this badge. I was not sure what I wanted to put as my avatar. I first searched the web for random pictures but that did not really go anywhere. As my last resort, I looked through my camera roll and found this picture that was taken about 2 years ago. In the end, I felt like I could relate to this picture the most.

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Meet Felix, my dog.  He is a major source of inspiration and happiness in my life. I took this photo during Christmas ’15 with my family. I chose Felix as my profile picture because he means much in my life.
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