Average Playtime: 3 hours

Three Fourths Home: Extended Edition

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In her mid-20's, Kelly has been forced to move back to Nebraska. Back to that flat expanse, that seemingly endless sea of rustling cornstalks peppered by rusty silos and rustier towns. A typically intense Midwestern storm is approaching while Kelly is out; she needs to get home.
Three Fourths Home is a visual short story in which you assume the role of Kelly during her drive through the storm. In the 20 miles between her grandparents' crumbling barn and her parents' home, she receives a phone call from her mother. While driving through a stylized representation of rural Nebraska, you must navigate an extended conversation between Kelly and her parents and younger brother.
Three Fourths Home takes a look into a specific moment of these characters' lives and their relationships with one another. The narrative touches on a variety of issues affecting Kelly and her family, including disability, adulthood, and familial obligation.Gameplay
As a visual short story, dialogue choice is the primary focus of Three Fourths Home. Between the main game and the epilogue, nearly 800 unique dialogue choices shade the story differently based on how you play. In addition to dialogue choice, you must also keep driving in order to keep the conversation going. Stop, and time slows to a crawl. Kelly has to move forward in order to get home.
New to the Extended Edition
For its Steam release, Three Fourths Home: Extended Edition includes an expanded edit of the initial release as well as several new elements, including a new epilogue in addition to a number of extra features.
Epilogue: Idling in the Rubble
Set at a bus stop in snowy Minnesota, Idling in the Rubble follows another conversation that Kelly has with her mother. The 20-30 minute experience delves into Kelly's past, examining her reasons for moving back to Nebraska and her internal struggle following the events of the main game.

Extra Features
Listen to the soundtrack by Neutrino Effect
Four new stories penned by Kelly's younger brother, Ben
Take a look through Kelly's final project for her college photography class

Release date
Digerati Distribution
Age rating
Not rated

System requirements for Linux

  • OS: Ubuntu 10.10+
  • Processor: 1.6 GHz
  • Memory: 2 GB RAM
  • Graphics: DX-9-Capable Card
  • Storage: 3 GB available space
  • Additional Notes: Full Gamepad Support

System requirements for macOS

  • OS: Mac OSX 10.6+
  • Processor: 1.6 GHz
  • Memory: 2 GB RAM
  • Graphics: DX-9-Capable Card
  • Storage: 3 GB available space
  • Additional Notes: Full Gamepad Support

System requirements for PC

  • OS: Windows XP or Newer
  • Processor: 1.6 GHz
  • Memory: 2 GB RAM
  • Graphics: DX9-Capable Card
  • DirectX: Version 9.0
  • Storage: 3 GB available space
  • Additional Notes: Full Gamepad Support
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Last Modified: Sep 17, 2019

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We'll Sit Down and Have a Talk
Complete the main game.
Three Times Around
Took a walk.
20 Miles Out
Drive for 20 miles.
On the Radio
Listened to all of the songs on the radio.
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4 items

Three Fourths Home: Extended Edition reviews and comments

Translated by
Microsoft from French
EN opinion: v. 0-of the need in the catchphrases, one can read in essence: "a game like this is important". Let me paraphrase this mention: "three fourths home" is a "necessary" game, of course it is not the first to be but it cannot be said that this is frequent at the time it is. I do not know if players are familiar with this concept, overall, for me it means several things: three fourth home is necessary because it prefigures what the game will inevitably lead to become. He opens the way, like a pioneer. In addition to this, TFH goes to meet emotions that are still the reserved domain of movies, books and others. Finally TFH is necessary, because it is reckless, just as dear Esther could be, it is a milestone for the creators to come who can see it above their head, as a lighthouse that would invite the ships to come to join him... I am reassured to know that it exists. Three fourths home is an "experimental" game in the sense that it sweeps the ordinary conventions of the game and inevitably destabilizes the traditional player who does not find what he is accustomed to. Difficult to approach, difficult to appreciate, a nothing austere... The game is made of a single conversation followed between a young woman and her family. The young woman is driving and crosses large spaces, she is on the road back home, with her parents, her brother. The player is parachuted into the conversation, without knowing anything, little by little the speech gives clues to grasp the past events and the history of this family. The atmosphere thickens quickly to the point that one could cut it with a knife, some phrases of innocuous appearance quickly raise a powerful impression of gravity, drama. The top half of the screen shows the car passing through minimalistic sets that repeat. The lower half indicates to the left the words of the family and to the right the multiple answers you can make. Throughout the experience, it is up to you to keep the car moving by pressing a key, release there and the time in the game slows down until it pauses. This necessity is painful (40 min with the finger pressed on the same key is a bit heavy...) but yet this seems to me a major element that to many consequences in the mind of the player. As if this touch kept everyone alive, as if it were amplifying the drama, it physically strengthens the immersion and empathy towards history. As unpleasant as this is, it seems to me a small compromise that causes a great result. One absorbs very quickly in the reading raising the head from time to time to see that one has advanced, the new landscapes and buildings become impressive and full of meaning. TFH is certainly the best drama (the only one?) that I experienced, it produces a lasting emotion. The very banal, very prosaic speeches that no longer end up deepening to touch certain capital themes. The bad weather will soon give an impression of unspeakable insecurity. The possibilities of dialogues are remarkable and their links woven with subtlety. The game comes close to a lot of a book that we would start to read without being able to detach so we want to see the end. --Smithfield add me, if...! Critics: the rules
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