You never see his face, but his limbs alone have more personality than some entire characters in other games.
Everything happens in the first-person, and I love the chunky, expressive animations of Henry’s arms and stubby, hairy legs as he scrambles up rocky cliffs, picks things up and examines them, and reclines at his desk.
It’s more about story, ambience, and exploration than any kind of challenge. There are some problems to overcome in the wilds, like abseiling down shale slides with climbing ropes, locating supply caches, and finding ways around impassable areas, but it’s not a taxing game at all. And although you’re almost always in conversation with Delilah, there are some sections of quiet where you can enjoy the game’s excellent environmental audio design.
This limited use of scoring makes the times when the music does come in more special, because you know its arrival heralds something emotional, dramatic, or revelatory.
A stylish, minimal soundtrack by Gone Home composer Chris Remo uses sparse layers of electric guitar and bass to give weight to important moments, but most of the time all you can hear is the sound of nature around you: trickling streams, rustling leaves, the quiet howl of the wind, squawking birds.