![]() 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. The two cry and fall asleep together, but when Sam wakes up, Lonnie is gone, having departed for basic training. 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. In their last 48 hours together, she says that she can’t live without Lonnie. Additionally, there are two moments where Sam writes in her diary to Katie that hints that things will not turn out well. ![]() A storm is traditional foreshadowing found in literature to signal a bad forthcoming event. Gone Home hints toward a tragic ending at several points throughout the game. 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. This makes players privy to private moments from Sam’s life, especially her relationship with a woman named Lonnie. 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. Warning: this article contains major spoilers for Gone Home. 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. These elements make sense, since you’re exploring a large, ominous mansion (which you know nothing about) while a storm rages outside. ![]() Gone Home is not a horror game, but it does a good job of building an atmosphere of tension and unfamiliarity. ![]()
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