I decided to subvert a game that I have already play once before because
I believe that it is easier to subvert a game that you already
understand. Though I would like to prove myself wrong by trying to play
subversively with a game I have never played before too! In the first
scene, I started picking random things from around the house and placing
it by the entrance lobby. I started going deeper into the house and
noticed that there were a big selection of “soft” objects such as
tissues and pillows. I immediately gravitated towards such objects and
started piling them on the staircase.
I noticed that some objects such as photos slipped through the cracks of
the staircase very easily, I tried to replicated the same thing with a
deck of cards but it failed. I attached the video as it shows the basic
mechanics of the game as well as my attempt at finding that glitch in
the game again.
I continued going around the house collecting objects, which was a bit
tiresome because you are only allowed to hold one object at the time. I
started to only collect objects that were considered “soft” and arranged
it on the staircase as a still life portrait.
At this point I started to think about the archive, and if day to day
objects such as toilet paper, hair comb, candles, pencils can be part of
a personal archive. I believe so as they carry just as much emotional
weight as lets say, a photo does. There is something quite queer and
feminist about assigning objects with so much emotional attachment. To a
normative audience it is just a box of tissue but to me it is what I
use to wipe away my tears. I began to get really attached to these
objects and started to rearrange the scene to create a more curated
still life.
At the end of Gone Home, you realize that the player’s sister ran away from home with her girlfriend (coming out in the process) and that the parents are merely on holiday. When I played Gone Home the first time around, I actually wasn’t a big fan of it. I found that the structure was too neat, and that coming out is never a linear story line, it is a deeply complex, emotional and often traumatic process that doesn’t always have climax, it is more akin to a web. More frequently, coming out stories do not end with stating “I am gay”, coming out often happens in the shadows, in between sentences, or in what was actually unsaid. If it was stated point blank, then there might be repercussion. Bottom line is coming out stories do not fit into normative literary structures of beginning, middle, end.
What I found this time around was that, I was able to some what mitigate the linear and heteronormative structure of the game and focus on the details and the emotional complexity of the personal archive, one full of feeling and affect. These objects, organized along the staircase in the main lobby, display a more complex and nuance narrative that is not based on discovery and rummaging but on love and care.
Although I praise Fullbright for creating an immersive and engaging game environment, I hope that game developers will start to approach gay stories differently and realize that a gay story with heteronormative mechanics and narrative structure is just as normalizing.
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