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		<title>Home Sweet Home Review &#8211; Terrifying, But Not in a Good Way</title>
		<link>https://gamingbolt.com/home-sweet-home-review-terrifying-but-not-in-a-good-way</link>
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		<dc:creator><![CDATA[Corey Gavaza]]></dc:creator>
		<pubDate>Mon, 03 Dec 2018 18:16:56 +0000</pubDate>
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					<description><![CDATA[Home Sweet Home is a lackluster entry in a subgenre of horror that’s several years past its heyday.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">S</span>ome of you might remember when the craze of Youtube Let’s Plays got started. Some of the most popular types of games for these entertainers to play were horror titles. Watching someone else go through a scary game was a lot of fun because you could experience the game vicariously and you’d have someone else around to be scared with. But aside from the occasional jump scare, most of these games didn’t have much going on in terms of actual gameplay. The fun that was associated with these titles was attached to the personality that was playing it. And without that personality, it’s questionable what else these types of games have to offer to players.</p>
<p><em>Home Sweet Home</em> is a return to the age of first-person horror most commonly associated with these Let’s Plays. In this title, you’re thrown into unfamiliar locations and are tasked with finding your missing wife. Along the way, you’ll gradually be filled in on more of the story and will also pick up note scraps to help flesh out your understanding of what’s going on.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/11/home-sweet-home-image-2-1.jpg"><img fetchpriority="high" decoding="async" class="aligncenter" src="https://gamingbolt.com/wp-content/uploads/2018/11/home-sweet-home-image-2-1-1024x576.jpg" alt="home sweet home" width="620" height="349" /></a></p>
<p class="review-highlite" >"Home Sweet Home is pretty simplistic when it comes to gameplay. You’ll be finding keys, stealthing around spirits, and solving a handful of puzzles during your playthrough. "</p>
<p>Scares in video games are always subjective, but if there’s one thing to say about <em>Home Sweet Home</em>, it’s that it can definitely be scary when it wants to be. There’s a great attention to atmosphere in the title, with the soundscape and lighting being standout aspects. Walking around alone in your ruined apartment with distant whispering going on and the only illumination coming from your static-filled TV is scary. However, it far too often falls back on the tried-and-true jumpscare in order to really capitalize on this oppressive atmosphere. And while there’s nothing wrong with a cheap little scare here and there, there’s not much else to the title, and it gets predictable after an hour or so. It’s disappointing to see a setting and atmosphere wasted like this.</p>
<p><em>Home Sweet Home</em> is pretty simplistic when it comes to gameplay. You’ll be finding keys, stealthing around spirits, and solving a handful of puzzles during your playthrough. This is pretty standard fare for the genre, and the game doesn’t try to do much more than that. Objects that you can interact with are highlighted as you get close to them, and you’ll spend a lot of your time grinding up against every shelf and desk to see if there’s something new to pick up. You have no way to defend yourself from enemies and instead must sneak around while they’re not looking. When you’re spotted, you need to hide inside of lockers, giant terracotta pots, and other things until it’s clear for you to move around. The mechanics work well enough, although the logic for what you’re allowed to interact with is incredibly finicky. Doors especially are sporadically operable, and most hallways that you’ll run down in are dead-ends, with stubbornly unbudging doors at the end.</p>
<p>The puzzles in this game are mostly inoffensive. There’s only a few of them, but they end up being a few rungs more complex than the key-fetching fare that goes on in other games in the same genre. But don’t you worry; you’ll have to fetch a lot of keys too. A good amount of the puzzles end up having you run around levels, grabbing items to combine together in order to progress. It can get monotonous after a while, but there are a few that require you to actually think and use environmental clues to make your way through the level. These are good puzzles, and it makes me sad that there aren’t more of these that require a bit of deduction.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/11/home-sweet-home-image.jpg"><img decoding="async" class="aligncenter" src="https://gamingbolt.com/wp-content/uploads/2018/11/home-sweet-home-image.jpg" alt="home sweet home" width="620" height="349" /></a></p>
<p class="review-highlite" >"There were also a few issues with audio not playing for certain actions, or enemy animations looping. My experiences were distracting and oftentimes frustrating. Thankfully enough though, the game never outright crashed."</p>
<p>However, there are a few examples that are sign-posted incredibly poorly, and have such obtuse solutions that you have to wonder if the person who designed them really wanted players to figure things out. One such puzzle is a safe puzzle at about the halfway point in the game, which gives you a very basic illustration presenting a tumbler and three numbers. The game expects you to get a code from this drawing. And yet it requires you to read the code upside-down, from left-to-right, and also requires you to pick the number that is opposite from the number given. Whether or not this was lost in translation, it’s a cumbersome mess, and it’s also not the only example in the game of a poorly-designed puzzle.</p>
<p><em>Home Sweet Home</em> also doesn’t look especially good. This is a PSVR-compatible title, and it shows even when you’re not playing with VR. The UI and text font is tailor-made for VR, and it doesn’t translate very well to regular TV gameplay. Graphics also don’t hold up well. The few characters models in the game are decent at best and just plain bad at worst. The creepy schoolgirl, who is your main threat in the game, is fine at a distance, but the lacking graphical quality is really apparent when she gets up close to stab you repeatedly. Your wife’s character model also looks completely different from the girl captured in all of the pictures hanging around your house, which is kind of hilarious in a twisted way, but speaks to the lack of care that’s gone into this title. Environments are also uninspired and amatuer-looking, with furniture and environmental objects strewn about haphazardly. The locales in <em>Home Sweet Home</em> don’t give off the impression that these are real lived-in spaces, but are instead just mazes for a ghost to chase you around in.</p>
<p>There were also a few glitches I experienced during my time. The way the game determines whether or not you’re detected by enemies frequently bugs out, and sends a spooky Thai schoolgirl at you from the other side of the map. Then once you hide in your spot of choice, you have to watch as said spooky schoolgirl clips in and out of your spot for a while, until she finally gets bored and leaves. It ends up looking very sloppy, and you’re going to be seeing this a lot throughout your time with the game. There were also a few issues with audio not playing for certain actions, or enemy animations looping. My experiences were distracting and oftentimes frustrating. Thankfully enough though, the game never outright crashed.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/11/home-sweet-home-image-4.jpg"><img decoding="async" class="aligncenter size-large wp-image-372781" src="https://gamingbolt.com/wp-content/uploads/2018/11/home-sweet-home-image-4-1024x576.jpg" alt="home sweet home" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/11/home-sweet-home-image-4.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2018/11/home-sweet-home-image-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/11/home-sweet-home-image-4-768x432.jpg 768w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Home Sweet Home would have been a much more novel game back in 2010, but nowadays, it’s just another run-of-the-mill horror title."</p>
<p>Even if you’re starving for new PSVR experiences, you would be far better off opting for something else. I finished my playthrough in about two and a half hours, and the time I spent with it was not worth the experience I got. This is an unpolished, low-effort title that shouldn’t take up any of your time. Even if you’re in the mood for a scare, other games have taken the genre in much more interesting directions than this title ever aspires to. <em>Home Sweet Home</em> would have been a much more novel game back in 2010, but nowadays, it’s just another run-of-the-mill horror title.</p>
<p><span style="color: #ff6600;"><strong><em>This game was reviewed on the PlayStation 4.</em></strong></span></p>
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		<title>Home Sweet Home Interview &#8211; A Conversation About One of the Scariest Games In Recent Years</title>
		<link>https://gamingbolt.com/home-sweet-home-interview-a-conversation-about-one-of-the-scariest-games-in-recent-years</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Wed, 28 Nov 2018 17:43:53 +0000</pubDate>
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					<description><![CDATA[The team at Yggdrazil Group talks to us about their horror title, now out on consoles as well.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">W</span>hen <em>Home Sweet Home</em>, developed by Thailand-based <span class="s1">Yggdrazil Group, launched for PC in 2017, it slipped under the radar a little bit. But ask those who played it, and they&#8217;ll tell you that it was a great game, one that delivered one of the most unnerving scariest experiences in the industry in years. About a month ago, <em>Home Sweet Home </em>launched for PS4 and Xbox One as well, with VR support on the former, giving even more players the chance to get scared out of their wits. Excited about the release as we were, we sent across a few of our questions about the game, and a few other topic of interest to us, to the developers. The following questions were answered by Sarut Tubloy (game director), Pngtham Nantapan (game producer), and Natthayaton Chinthanatsitthi (game marketing).<b></b></span><b></b></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/11/home-sweet-home-image-2.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-372779" src="https://gamingbolt.com/wp-content/uploads/2018/11/home-sweet-home-image-2.jpg" alt="home sweet home" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/11/home-sweet-home-image-2.jpg 1000w, https://gamingbolt.com/wp-content/uploads/2018/11/home-sweet-home-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/11/home-sweet-home-image-2-768x432.jpg 768w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<span class="s1">Given that the PC version of the game was well received, we had hoped that we could move the game over to consoles. Fortunately, there was enough interest in our game from both Thai and international fans, so it naturally made sense to bring the game to consoles.</span>"</p>
<p class="p1"><span class="s1"><b>What would you say are some of the most unique aspects of Thai horror stories?</b></span></p>
<p class="p1"><span class="s1">The majority of Thai horror stories are attached to the concept of the religion that most Thai people believe in. This includes the existence of sin, merit, and the afterlife. To simplify this: sin is a product of an evil deed, while merit is a product of a good deed.</span></p>
<p class="p1"><span class="s1">In <i>Home Sweet Home</i>, each evil spirit that the player will encounter originates from a different sin. For example, the red-eyed Petra is the afterlife form of a teen who disrespected and abused his parents. The teen continued to pile up sins until his untimely death. Thus, he was cursed to roam the afterlife as a Petra. Additionally, most of the Thai ghosts still reside in this world because they still have something that is tied to the world of the living. And until it is resolved or concluded, they cannot proceed into afterlife peacefully.</span></p>
<p class="p1"><span class="s1">More importantly, Thai society is based on collectivist culture. We tend to be in a group, and relationships are a very important aspect of our daily lives. A lot of Thai horror stories stem from relationship problems&#8230; whether it’s family or friends, it’s usually be the main focus of the protagonist.</span></p>
<p class="p1"><span class="s1"><b>Was it always a part of the plan to bring the game over to consoles?</b></span></p>
<p class="p1"><span class="s1">Given that the PC version of the game was well received, we had hoped that we could move the game over to consoles. Fortunately, there was enough interest in our game from both Thai and international fans, so it naturally made sense to bring the game to consoles. </span></p>
<p class="p1"><span class="s1">To our knowledge, there haven’t been any Thai-developed games which have been ported to consoles before. But now that we’ve been given the opportunity to release <em>Home Sweet Home</em> on PlayStation 4 and Xbox One, thanks in part to Mastiff, we are hoping that we’ve blazed a trail and paved a path for other Thai developers. We are very grateful that we’ve been able to bring <em>Home Sweet Home</em> to consoles.</span></p>
<p class="p1"><span class="s1"><b>Can you tell us about how stealth is used in the game?</b></span></p>
<p class="p1"><span class="s1">We use stealth in <em>Home Sweet Home</em> primarily as a means to enhance tension and to change the gameplay from hunter to hunted. There are many points in the game where the player will need to hide from one of the spirits in order to survive and complete their current objective. In a few instances, the player will even have to find a way to hide from multiple spirits that are trying to seek them out. This type of life-or-death stealth is used to instill intimidation, panic, and fear in the player. We also relied on the use of audio as a means to warn the player that danger is near and to help them navigate the twisted labyrinth. Having audio cues like Belle’s boxcutter allows the player to think about the best course of action. “Am I safe, or should I make a mad dash to my destination?” This sort of question is something we always want the player to be internally debating while they play the game. </span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/11/home-sweet-home-image-4.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-372781" src="https://gamingbolt.com/wp-content/uploads/2018/11/home-sweet-home-image-4.jpg" alt="home sweet home" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/11/home-sweet-home-image-4.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2018/11/home-sweet-home-image-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/11/home-sweet-home-image-4-768x432.jpg 768w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<span class="s1">Most horror-based PC games are played behind the glow of a computer monitor, sitting at a desk. With the console version we want the experience to be akin to watching a scary movie with a friend or loved one by your side &#8211; someone that can share all of the terrifying moments with you, and then laugh about them later&#8230; after you&#8217;ve caught your breath.</span>"</p>
<p class="p1"><span class="s1"><b>Are there any changes in the console version of the game as compared to the PC version?</b></span></p>
<p class="p1"><span class="s1">Most horror-based PC games are played behind the glow of a computer monitor, sitting at a desk. With the console version we want the experience to be akin to watching a scary movie with a friend or loved one by your side &#8211; someone that can share all of the terrifying moments with you, and then laugh about them later&#8230; after you&#8217;ve caught your breath. The console version will also lend itself to easy streaming for those who wish to share the experience with an audience. Additionally, we hope that players will find that the PS VR version of <em>Home Sweet Home</em> is the most immersive and gripping horror experience to date!</span></p>
<p class="p1"><span class="s1"><b>How exactly are puzzles and investigations used in the game?</b></span></p>
<p class="p1"><span class="s1">Similar to stealth, we use puzzle to mix up the gameplay and atmosphere. In order to advance the story, players will need to solve puzzles at various points throughout the game. In the process, players will also discover collectibles items, documents, and hear radio news broadcasts. All of these items relate to the spirits and the game’s overarching story. Apart from that, pages from Jane’s diary will also be littered throughout the game. By reading these entries it gives the player some insight into Jane’s world and her relationship between her and Tim. </span></p>
<p class="p1"><span class="s1"><b>How long would you say it takes to play through the entire game?</b></span></p>
<p class="p1"><span class="s1">Roughly 5 hours. Maybe more if the player is susceptible to a few good scares! Then it’s likely that they’ll be proceeding through the game a little slower and with extreme caution. For the completionist who wants to find all of the collectibles and get all of the Trophies and Achievements&#8230; maybe a good 7-8 hours.</span></p>
<p class="p1"><span class="s1"><b>What can you tell us about the game’s story and setting?</b></span></p>
<p class="p4"><span class="s1">The story revolves around a man named ‘Tim’ whose wife ‘Jane’ goes missing. One night, after sinking into a deep depression, Tim falls asleep and awakens to find himself in a strange and unfamiliar place. He immediately begins to search for an escape and starts to piece together clues regarding his wife’s disappearance. At the same time, Tim will discover that he is not alone, and is being hunted down by malevolent spirits. As players progress through the game they will unravel mysteries, solve puzzles, and the game’s dark story will begin to unfold.</span></p>
<p class="p1"><span class="s1"><b>Are there any games in particular that inspired this game’s development?</b></span></p>
<p class="p1"><span class="s1">Definitely <em>Silent Hill</em>; it’s our game director’s favourite horror game. What mainly inspired us was the atmosphere, pressure, and psychological ambience that we’ve spread throughout the course of the game. We sought out to create an experience that would stick with the player long after they’ve completed it.</span></p>
<p class="p1"><span class="s1"><b>With so many horror games out there, what is it that sets apart <i>Home Sweet Home?</i></b></span></p>
<p class="p4"><span class="s1">The difference stems from the effective implementation of Thai beliefs, mythology, and traditions. It’s absolutely great to see a resurgence of horror games on PC and console, but none of them have fully utilized a Thai setting. Some parts of the gameplay stems from real-world Thai rituals as well. We feel that all of these elements combined help to create a sense of uniqueness that has the ability to captivate players.</span></p>
<p class="p1"><span class="s1"><b>Are there any major challenges you’ve faced in getting this port ready?</b></span></p>
<p class="p1"><span class="s1">Maybe not for the console port, but for the initial development, yes, there were a couple challenging aspects that we faced. The first challenge was technical experience. As Unreal Engine programmers are quite scarce in Thailand, it was very hard to find the right people to get the job done. The second challenge was game design. To make a game that not only looked scary, but also featured enjoyable gameplay was definitely a big challenge. Also, level design. We constantly needed to think about pacing and when players would be introduced to a new story element, enemy, puzzle, etc.</span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/11/home-sweet-home-image-3.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-372780" src="https://gamingbolt.com/wp-content/uploads/2018/11/home-sweet-home-image-3.jpg" alt="home sweet home" width="620" height="348" srcset="https://gamingbolt.com/wp-content/uploads/2018/11/home-sweet-home-image-3.jpg 600w, https://gamingbolt.com/wp-content/uploads/2018/11/home-sweet-home-image-3-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<span class="s1">It’s absolutely great to see a resurgence of horror games on PC and console, but none of them have fully utilized a Thai setting. Some parts of the gameplay stems from real-world Thai rituals as well. We feel that all of these elements combined help to create a sense of uniqueness that has the ability to captivate players.</span>"</p>
<p class="p1"><span class="s1"><b>Will the game feature Xbox One X specific enhancements. What can players expect if they are playing the game on Xbox One X? Is 4K/60fps on the cards?</b></span></p>
<p class="p1"><span class="s1">While 4K isn’t currently supported, <em>Home Sweet Home</em> does run in 1080p at a solid 60fps. </span></p>
<p class="p1"><span class="s1"><b>And how will the PS4 Pro version turn out in terms of resolution and frame rate?</b></span></p>
<p class="p1"><span class="s1">The same applies for the PlayStation 4 version of the game. It was paramount that we locked the game into 60fps to ensure a smooth gameplay experience that didn’t take the player out of the setting&#8230; especially while playing the game with PS VR.</span></p>
<p class="p1"><span class="s1"><b>Do you have any plans to bring it to the Switch?</b></span></p>
<p class="p1"><span class="s1"><em>Home Sweet Home</em> is tentatively slated for release on Nintendo Switch. Unfortunately, we do not have an exact date at this time.</span></p>
<p class="p1"><span class="s1"><b>Next gen is coming sooner or later. From a development perspective, what is your biggest expectation from PS5 and Xbox Scarlett?</b></span></p>
<p class="p1"><span class="s1">At the very least, we expect to see a higher graphics resolution output, and 4K will likely become a resolution standard. Future game will obviously have higher graphic requirement, so we’ll naturally want to develop games that are far more realistic.</span></p>
<p class="p1"><span class="s1"><b>Furthermore, what are your biggest complaints with PSVR and what improvements would you like to see in the next PSVR if Sony makes one?</b></span></p>
<p class="p1"><span class="s1">VR in general is still in the early stages of development and we’re just now tapping into its potential. We don’t necessarily have any complaints, but we’re eager to see where hardware manufactures take it next.</span></p>
<p class="p1"><span class="s1"><b>What is your take on the ongoing drama of loot boxes and microtransactions?</b></span></p>
<p class="p1"><span class="s1">Loot boxes in some game can actually be fun and rewarding, which of course can lead to an overall positive player experience. However, there are some loot box business models that can really downgrade the player experience and tarnish what could have otherwise been an enjoyable game. That said, we are not totally against the idea behind microtransactions and loot boxes&#8230; <i>but</i>, we certainly do not support the ‘pay to win’ loot boxes business model. </span></p>
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