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Shantae: Risky’s Revenge finds a home on Steam this month

Following a stay in the purgatory of Steam’s Greenlight district, WayForward has announced that classically-styled platforming adventure Shantae: Risky’s Revenge will make its Steam debut on July 15.

“Shantae: Risky’s Revenge – Director’s Cut hits…
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Kinect 2.0 finds a home on PC July 15

The Kinect 2.0 may have split from the Xbox One, but it will be ready to find new love with PC partners soon. A Microsoft Store listing highlights a July 15 release date for the Xbox logo-less, PC-compatible 3D camera, meaning we can put Xbox head…
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Retail Special Edition Of Gone Home Now Available In SNES-Themed Box

The formerly download-only Gone Home is now available in retail form with some added goodies.

The special edition of the game is $ 29.99 and you can order the North America version of the game here, and the European version of the game here. Included in the bundle is the game on a disc, as well as a download code redeemable on Steam. You will also find the game's soundtrack and all of its audio diaries in mp3 form, a special poster featured in the game, a sticker, a 40-page designer's notebook, and a special Lisa Frank inspired DVD case to hold the game, all packaged in box that has been mocked up to look like a Super Nintendo version of Gone Home.

For our review of Gone Home, head here.

[Source: Fullbright, via Polygon]


Our Take
I'm still a sucker for boxed games, and the fact that it comes in a faux-SNES box makes it even harder to ignore. It's too bad this version of the game didn't launch alongside the game when it released last August. – The Feed

Gone Home Boxed Special Edition goes international on July 3

Those who haven’t already enjoyed the critically-beloved Gone Home via digital distribution can pick up the game at retail in a new “Boxed Special Edition” which arrives on July 3.

Developer The Fullbright Company has teamed with Merge Games to…
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Threes, Device 6 take home Apple Design Awards

Apple doled out its Design Awards earlier today, giving its stylish, pearl white nod to several games. Alongside lifestyle apps like Cinemagraph Pro and Sky Guide, Apple recognized Threes, Device 6, Blek, Monument Valley and Leo’s Fortune for…
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Video: Why is Gone Home a game?

Steve Gaynor addresses what makes a game a game, how interactivity and player agency provide meaning, and explains the design of Gone Home during a talk at GDC 2014. …

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Gone Home and Papers, Please sweep Games For Change Awards

The Games For Change Festival hosted its annual awards ceremony on Wednesday night, honoring socially conscious games in three categories: Most Innovative, Most Impactful, and Best Gameplay. Game of the Year, the fourth and final award, was given to…
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Moments: Approaching The Attic In Gone Home

Gone Home is not a horror game, but it does a good job of building an atmosphere of tension and unfamiliarity. These elements make sense, since you’re exploring a large, ominous mansion (which you know nothing about) while a storm rages outside. The environment got the best of me a number of different times while playing Gone Home, but the most anxious I felt was right at the end when approaching the attic.

Warning: this article contains major spoilers for Gone Home.

Gone Home puts players in control of Sarah, but her sister Sam takes on the lead role by being the focus of the many notes Sarah finds throughout the mansion. This makes players privy to private moments from Sam’s life, especially her relationship with a woman named Lonnie. These clues paint a picture of Sam as a high school student in the ‘90s coming to terms with her sexuality and dealing with the social stigmas of the time.

Gone Home hints toward a tragic ending at several points throughout the game. A storm is traditional foreshadowing found in literature to signal a bad forthcoming event. Additionally, there are two moments where Sam writes in her diary to Katie that hints that things will not turn out well. In their last 48 hours together, she says that she can’t live without Lonnie. And in the next entry, Lonnie tells Sam life will eventually move on, but Sam says she doesn’t want her life to keep moving without her. The two cry and fall asleep together, but when Sam wakes up, Lonnie is gone, having departed for basic training.

Near the end, after Lonnie leaves, Sam, sounding depressed and weary, says in one of her diary logs that she’s going to go up into the attic to rest. This line instantly conjured up a memory of The Children’s Hour – a movie released in 1961 based on a 1934 stage play starring Audrey Hepburn, Shirley MacLaine, and James Garner. The movie ends with a LGBTQ character stating she wants to go to sleep. When another character checks on her, we learn that she has taken her own life. It’s an incredibly emotional scene, and I was afraid that Gone Home was going to parallel this moment.

I crept up the attic stairs as slowly as possible, frightened of what I was going to find once I got there. I gradually rounded corners, not sure I wanted to see what was coming next, but Gone Home surprised me. Instead of ending with a heartbreaking loss, we learn in a final diary from Sam that Lonnie couldn’t go through with joining the military, and she and Sam ran away together. The payoff is huge, and a big twist considering that the signs were pointing to tragedy.

I’m glad Gone Home didn’t add to that particular trend, which is common in LGBTQ fiction. Either ending would have been powerful and emotionally impactful, but it would have taken away too much from its themes of young love and Sam’s coming-of-age. – The Feed

Papers, Please, Gone Home, and more named finalists at the 11th Annual Games for Change Awards

The 11th Annual Games for Change Festival kicks off in New York on April 22, shining a spotlight on video games and developers pushing the medium not just as quality entertainment or educational tools but as venues for social justice. On Tuesday the…
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Animal Crossing devs talk building a second home for the world

Crafting fun out of the everyday is the charm of the Animal Crossing series – its towns entice players to eagerly return on a daily basis, despite already having to juggle reality’s laundry list of obligations. Chatting with neighbors, paying off…
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