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
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
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.” – 1Up.com
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