Tacoma review: Telling a tale of the future

Show, don’t tell. It’s one of filmmaking’s oldest adages—write for the screen. Don’t drag out in dialogue what’s better served through action, left unsaid, sequestered away in subtext.

I bring it up because Fullbright’s first game, Gone Home, was a master of subtext. Arriving at your family’s empty house in the middle of the night, you’re left wandering room to room, piecing together a story from the objects you find scattered about. An invoice, a rejection letter from a publisher, a milk carton, a scribbled drawing, an old newspaper clipping—Gone Home worked in subtleties, a family dynamic reduced to its material possessions.

To read this article in full or to leave a comment, please click here

from:http://www.pcworld.com