Gone Home
The Walking Sim Is a Genuinely New Genre, And No One Fully Understands It
Nobody set out to make one of this decade's most influential styles of game. It just happened. What's next?
Even in the Fancy Utopia of 'Tacoma,' Labor Politics are Still Hell
Techno-utopianism secretly dreams of serfdom.
'Tacoma' Tackles Issues of Artificial Intelligence and Automation 70 Years in the Future
In space, corporations can watch you dream.
'Tacoma' Doesn't Reach Heights of 'Gone Home,' But It's Damn Good Sci-Fi
The developers of 2013's groundbreaking adventure game have returned with a short but sweet tale, this time in space.
Why The Makers of 'Tacoma' and 'Edith Finch' Love Loneliness
Giant Sparrow and Fullbright speak to us about the decisions that lead to such lonely adventures.
We Talk 'Tacoma,' 'Gone Home,' and E3 With Special Guest Steve Gaynor
With special guest Steve Gaynor of Fullbright!
Video Games Don’t Have a Choice But to Tell Stories
As the medium of a generation, there’s no other option.
Home Is Where the Horror Is In 'Little Nightmares'
Tarsier’s new puzzler presents a powerful vision of terror in a very relatable environment.
'Tacoma' Makes Space Feel Personal
The newest game by ‘Gone Home’ creator Fullbright gives you room to breathe in a setting with no oxygen.
These Are the Best Video Games You Can Finish in an Afternoon
You're bumming about the house, with time to kill. So kill it by starting, and finishing, a great game in a single sitting.
Keeping It Human: The Story of Fullbright’s ‘Gone Home’ Success
The small Oregon team delivered a hit in 2013 with Gone Home, now available for consoles. We speak to studio founder Karla Zimonja.