Three Fourths Home: Extended Edition reviews

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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