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Besides the door, it was the first object I was able to interact with. I remember turning and seeing a lamp plugged in. I read that note on the door and then entered the house. I remember the first time I played Gone Home. The best movies of the decade, according to us And we’re reevaluating the all the ways in which the face of entertainment changed from 2010 through 2019.
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Graphic: James Bareham/Polygon | Source images: Various The best of the decade, 2010-2019Īs the 2010s draw to a close, we’re taking stock of the best pop culture of the decade. A note is on the door - don’t go looking for me, Katie’s sister writes - and it’s clear something has gone awry. As the screen fades in, the player steps onto the house’s front porch. She’s never lived in this house, since her family moved while she was overseas in Europe.
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Gone Home opens with a voicemail message: Katie Greenbriar is going home. But it was Gone Home’s cultural success, more so than its commercial victories, that helped catalyze what I like to think of as the decade of the walking simulator. Both games, which arrived close together, have since sold more than 750,000 copies each. But the term itself, “walking simulator,” was revitalized around 2012 thanks to The Chinese Room’s Dear Esther.
GONE HOME INCIDENT AUGUST 13 2010 SIMULATOR
Gone Home was not the first walking simulator the genre, if we can call it that, dates back to the 1980s. Everyone else - critics and fans alike - had a different name for it: a walking simulator. When The Fullbright Company released Gone Home in 2013, the developer called it a first-person narrative exploration game.
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