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
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