There’s more Tacoma footage and it just keeps getting better

IGN has released the first 15 minutes Fullbright’s next game Tacoma, and it’s looking astonishingly good. We’d already gotten glimpses of its ship as Amy, the protagonist, slipped around in zero-gravity, transferring from surface to surface to navigate the empty ship, and we’d seen the first echoes of those that used to inhabit it: colorful human-shaped holograms, going about their lives on loop as Amy stayed quiet and watched. we watch them converse and lament, joke and flirt and worry But with this new footage we get an even closer look at the AR ghosts that drive Tacoma’s plot—we watch them…


The story is in the details: A chat with Fullbright’s Nina Freeman and Karla Zimonja

This article is part of Issue 8.5, a digital zine available to Kill Screen’s print subscribers. Read more about it here and get a copy yourself by subscribing to our soon-to-be-relaunched print magazine. /// Fullbright are best known for 2013’s iconic Gone Home. Their particular niche, now being refined with their upcoming Tacoma, is the narrative videogame: an intimate, carefully designed space left for the player to explore and unravel. Nina Freeman, creator of 2015’s Cibele, joined Fullbright last year as a level designer. Karla Zimonja co-founded the studio with Steve Gaynor. We sat down with them in their Portland office…


The layered, AR-embodied story of Tacoma

Gone Home, our favorite game of 2013, was a quiet marvel. Often slapped with the label of “walking simulator,” Gone Home was a revelatory shift in videogame storytelling in its non-standard exploration of a family via a house’s inanimate objects. Gone Home told a heartfelt coming-of-age tale about family and teenage sexuality during a time where such stories were rare in videogames. In Gone Home’s highly anticipated follow-up, Tacoma, The Fullbright Company have shifted their focus to a new venture beyond Earth itself: space. In the newest trailer and gameplay footage for Tacoma, revealed yesterday during YouTube’s Live at E3…

Gone Home

Gone Home heads to consoles on January 12th with behind-the-scenes commentary

It’s fair to say that we’re quite fond of Gone Home. It was our Game of the Year when it came out for PC back in 2013. And its mark has been left not only on our own minds, but in those of other creators, with Gone Home‘s intimate exploration of household objects manifesting in various game narratives over the past two years. Of course, there’s more to it than that; the moment of genuine terror it manufactures, the homage to the 1990s and teen angst, its housing of one of gaming’s prominent queer relationships, exploring themes of aging and growing…


Gone Home programmer announces a gorgeous game about manifest destiny

“One describes a tale best by telling the tale. You see? The way one describes a story, to oneself or to the world, is by telling the story. It is a balancing act and it is a dream. The more accurate the map, the more it resembles the territory. The most accurate map possible would be the territory, and thus would be perfectly accurate and perfectly useless. The tale is the map that is the territory. You must remember this.” – Neil Gaiman, American Gods American roads tell stories. From Huck Finn’s trek across socioeconomic boundaries to Kerouac’s rhythmic ode to a…


How Tacoma’s ghosts of the past will help you in the present

While it wasn’t a horror game, the utter abandonment of the house in Gone Home made every turn around every corner feel like an imminent encounter with the supernatural. It was only in the material possessions of that house’s residents that any sign of life was even evident. Take that format and throw it out into the cold isolation of space and you have the recipe for an even eerier experience. But on board the space station where Fullbright’s upcoming game Tacoma takes place, it seems we won’t be completely alone. If you count the virtual presences that occupy the…