Yeah, a whole lot's been written about it. It's even been the subject of some controversy re: what constitutes a game. Don't expect much in the way of puzzles or mechanics; it's pretty much just an interactive story with a dash of agency thrown in. If you can enjoy it on that level, you'll be fine.
I thought it was okay. But then, I had heard a lot of about it beforehand and got it on sale--if I'd paid $20 for and expected different things (as any early player reasonably would have, especially since it deliberately creates some of those expectations in-game), I might be up in arms with the rest of them.
I have some thoughts on the story itself and the game's larger goals, but I might as well save those for when you're done, especially since you could finish it in an evening.
I think I agree with some of those outraged people now that I've finished GONE HOME. But at least I didn't pay much of anything for it. Ten bucks for ten games is about a buck for this game. That's about right, I'd say.
As others have said, this isn't really a game at all, but boy, does it feel like one in the beginning. It has all the makings of a good, eerie, atmospheric mystery game: What happened to this family? Where is everyone? It has a Ouija board. It has pentagrams. It has a very spooky basement and a spooky attic. It has a house labeled the "psycho house." It has TVs left on with no signal due to a horrible storm, which we can hear throughout the game. It has flickering lights.
But it makes good on absolutely NONE of these elements. None. Zero. Zip. Nada. The story you're unfolding is just a basic story of a family in trouble -- and not even very *much* trouble.
And, by the end I was thinking that if I had to open one more console cabinet or armoire, I was going to scream bloody murder. (sigh) If only there WERE a little bloody murder in this "game," it might have been worth the time I spent on it.
I've never had a game promise so much and deliver so little.
I want that buck back. But, more than that, I want that three hours back.