This is one part in a series of short essays on Todd Haynes’s Carol (2015). This part is on narrative structure and the film’s relationship to an older film, David Lean’s Brief Encounter (1945).
Tag: Queer
Wow. Gone Home shattered all my assumptions about video games. But before I get into that let me offer two disclaimers. One, this is, in fact, the first video game I have every played from start to finish (unless you count a round of Super Mario Kart) and the first video game I have ever owned. Second, I will be talking about my personal life in connection to this game. If that makes your skin itch, I’m sorry.
In the hyper-masculine realm of popular video games, violence is king. Call of Duty, Grand Theft Auto, Diablo, etc. Games are marketed to men and use female characters as pawns to drive the story and to develop the male protagonist’s character. Women in games are not independent or their own characters, but are rather devices marketed to men. This often means that the female character is killed just to give the male character depth or purpose. In addition there is the completely unacceptable sexual violence in Grand Theft Auto where players are REWARDED for raping women, blatantly encouraging rape culture. As someone who has witnessed this problem and who had a mother who purposely kept video games out of the house for this reason, I didn’t realize that there were games out there that were interested in women and their lives. To my surprise, after five minutes of playing Gone Home (developed and published by The Fulbright Company). I was completely hooked on this emotionally complex and intellectually challenging game. It requires players to contemplate women’s lives (their whole lives–not only their connection to men, or their male or masculine personas, but women as they live and struggle in a patriarchal society).
From the start you are playing a young woman: Katie. And you are most interested in the life of your younger sister, Sam. You return home from a semester abroad to your family’s new house (they moved while you were away), and find the house strangely empty. The ‘game’ aspect involves your solving the mystery of where your family is. You walk through your house and learn about your life and the lives of your family members. Understanding the characters and their lives is crucial. There is no enemy. There is no specific goal or quest. Character development drives the game forward. To my amazement, this development is largely focused on Sam’s non-traditional views of gender and her budding relationship with Lonnie, an older girl in her class. As the game is set in 1995, they exchange mix tapes of early female punk rock and write a zine about knocking out the patriarchy. From Sam’s experiences of oppression and prejudice to the fact that THERE ARE TAMPONS IN THE BATHROOM, the game strives to provide a holistic view of a family and specifically a daughter in transition and turmoil.
Even better than that, this game made me feel. I moved from Massachusetts to Virginia after my freshman year in high school. I was suddenly the only openly queer student in a small private christian school. I had two older sisters. I was intensely angry with my parents. Walking through Gone Home felt like walking back into that time in my life. I read notes from Sam to her parents because they weren’t speaking. I heard Sam talk about being bullied in school. I relived how hard it is to be different in a new place with a family you don’t feel connected to. My family was much less religious than Sam’s but I still felt like outsider. This video game made me reflect on that time and forced me to look at it from a different angle. This self-examination was not what I expected to face in any video game. I hadn’t expected that a video game could make me cry with happiness at its conclusion.
The depth given to these characters in the game is astounding. Here is new a way to explore the experiences of a queer identity, to feel how horrible it is to be invisible. The game not only gives historically accurate references to the lesbian community and culture at the time but also has definite connections to present-day queer experiences. The journal entry “A Very Long Phase” talks about the experience of coming out and the powerful impact of each person’s reaction. Sam’s parents simply deny that she is a lesbian (though her identity is never specified, I use lesbian for simplicity) and believe that it is a phase. Unfortunately, this is not unusual even today. Women, especially those who are queer identified, face the challenge of people believing (1) they just don’t know what they’re doing, (2) they’re doing it for male attention, or (3) eventually they’ll get married and everything will be normal (Please, just don’t let women bond with women! If men aren’t involved, IT CAN’T BE REAL). This intersection of sexism and homophobia adds to the struggle of women to be treated with respect, as someone with agency and knowledge.
So I know that this review was more of a love fest than a proper review, but that’s how I feel about Gone Home. This emotional and complex game goes beyond entertainment. It is not a time waste, or useless. Gone Home, if you’re willing, will entertain you and make think about who you are. If you have the time, I absolutely recommend that you play this game. Before I played it I never thought I’d really enjoy video games, or that they were more than a diversion. But after? I think I’m going to search for other games like this. I want more.
Recent Comments