Hands-On Impressions

Steve talks to the Big Sushi podcast about The Fullbright Company, AAA vs. indie game development, and Gone Home

“I was a teenage girl in 1995” – AdventureGamers

“I experienced something extraordinary. The game wasn’t just allowing me to be someone else; it was illuminating parts of myself.” – Gamespot

Some sort of cheeky, gilet-wearing shaman – The Guardian

Meet Me In Portland: The Fullbright Company’s Journey Home” -Polygon

BioShock, the ’90s, and what makes a “game” – PC Gamer

Why Leigh Alexander Cried at GDC – Kotaku

Gone Home: forging connections without characters (VIDEO PREVIEW) – Polygon

Gamer’s Paradise: Gone Home Explores Intimate Storytelling – The Creators Project

This Game Doesn’t Need Guns Or Explosions To Make You Care. Just A House.  – Kotaku

Impressions / Interview with the team Pt. 1 / Interview Pt. 2 – Rock, Paper, Shotgun

The Tale of Urban Exploration in Gone Home (VIDEO PREVIEW) – GameSpot

Gone Home is Undiluted Adventure – IGN

Gone Home transports players back to 1995 – Eurogamer

“Warm, funny and disarmingly tender.” – PC Gamer

“In many ways, this could be the house where I grew up, and that’s what makes Gone Home’s mystery so much more compelling.” – PCGamesN

Interview with the team – PC Gamer

“So much of who we are can be extracted through a close examination of the things we surround ourselves with, and the things we choose to hide from the world. I’ve never before experienced this in a video game, and honestly, I never thought I would.” –

Early Coverage

Gone Home: Gentle Gaming Takes Aim at Shooters – IGN

Gone Home creator on the rise of non-combat first-person games – Eurogamer

Ex-Bioshock devs The Fullbright Company detail investigation sim Gone Home – Eurogamer

Fullbright On The Games Gone Home Is And Isn’t Like – Rock, Paper, Shotgun

Ain’t No Mystery: Fullbright Talks Gone Home – Rock, Paper, Shotgun

Fullbright, Clear Eyes, Can’t Lose – Giant Bomb video podcast

The Fullbright Company: Non-Combat Ready – Games Industry International