Describing the beauty of Gone Home in terms of why you must experience it yourself is something akin to describing what it's like to hear, to a blind man. There are certain experiences and interactions you'll have, both invented by yourself and given to you by the game, that both work in tandem to create one of the most unique atmospheres thats ever existed in gaming. Gone Home puts you in the shoes of Kaitlin Greenbriar, a returning student who arrives on her family doorstep to find a complete lack of presence, the only semblance of human life being one note left by her sister, pinned to the front wall. Unravelling the mystery of what truly happened in the house while you were away is a perfect mixture of horror and thriller elements, coupled seamlessly with the way that first-person games are played to facilitate an experience that after it's all over, you'll analyse your own reaction to everything just as much as what unfolds in front of you. Control-wise the game consists only of movement and an interaction button, and all story elements are delivered through what items you can find throughout the house, detailing your family members in many different ways at once, yet only in what they have chosen to leave behind. With the game also being set in 1995, it allows the ease of communication we now have to be lifted, putting you in a position of complete isolation, thirsting for answers to your increasingly long list of questions. Rest assured though, the payoff is more than worth it, and Gone Home is one very brave little game, made by a fiercely determined set of individuals who will hopefully bring us more revolutionary titles in the future.