Three Fourths Home: Extended Edition

Three Fourths Home: Extended Edition

released on Mar 20, 2015

Three Fourths Home: Extended Edition

released on Mar 20, 2015

An expanded game of Three Fourths Home

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. 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.


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había olvidado este juego. lo jugué hace un montón y solo diré que nunca había conectado tanto con personajes que no ves y en menos de una hora de gameplay

eso sí del epílogo entendí entre poco y nada

Minimalistic, story-driven games can be quite memorable and fantastic. The lack of gameplay requires you to have a laser focus on the story and characters, and the subtle gameplay can bring a visual element that no other medium can provide. Three Fourths Home isn't one of these, sadly. While the visuals are striking and minimal, the story and writing have so much potential, but they are let down by a short and disappointing ending.

You play a teenage girl named Kelly who is driving home in a violent storm in rural Nebraska while talking to her family on the phone. Gameplay consists only of holding down a button to continue driving and choosing a few dialogue options. Holding down a single button for the entirety of the game is a really dumb idea. It introduces hand cramps and constantly breaks your focus on the story. You can honk your horn and turn off your lights, which is entirely pointless, and you can't move the car at all. You can also choose to turn the radio on and off. There is no spoken dialogue in the game, but this requires you to make up voices and visuals for the game in your head. This may sound really dumb to most people, and some might argue that you should just read a book, and in this specific context, this would be a better medium for this story.

Choices in dialogue don't seem important at first, but your response to your family plays into how they react to you on the phone. I guess multiple playthroughs could be worth it as there are a couple of different endings, but with how mundane the gameplay is, no one will want to sit through the hand cramps to make it worthwhile. I had issues with the controls, causing me to choose the wrong option as well. You need to skip through dialogue with a button to advance each line while holding down another to keep driving, and some times you wouldn't know that a dialogue option would be coming up and you would just advance forward.

See, with minimal games like this, you need some sort of gameplay hook to keep it interesting enough. Three Fourths doesn't do this at all. The mom, dad, and brother are all interesting characters, and you slowly learn about this family dynamic through this phone call. You learn about why you "ran away," what kind of person the dad is, whether or not this is a broken home, etc. The dialogue is tight and interesting enough to keep you glued until the end, that is, if the hand cramps don't send you packing first. I also wish more was going on visually. Occasionally, a background object will be brought up in the conversation, but it's just black-and-white visuals without any type of payoff. The visuals, gameplay, and everything else are just an excuse to call this interactive story a game, and it does the bare minimum to qualify as that.

Most games like this have a story that ends in sudden tragedy to flip the entire thing on its head and stun the player, but this one doesn't really do that either. If it did and the pay-off was incredible, all of this could be worth it, and there are plenty of games similar to this that pull that off. As it stands, Three Fourths Home is a well-written story in a terrible game with an even worse gameplay mechanic.

The ending and the epilogue hit me like a ton of bricks.

A neat little playable graphic novel. I enjoyed the story but this one felt like one where the user interaction did not feel necessary.

Disclaimer: These are my brief thoughts based on my memory of playing this 7 years ago:

as a lot of ppl pointed out, having to continually press the ZR button to get the game to play is kinda annoying. that being said, i really like this game. the story depicted is not THAT deep and sad but it did get to me a bit and i ended related to the main characters on some point, the minimalistic artstyle is something i can appreciate, and the music played by the car radio that reminds me of night driving in GTA IV/V was the small thing that finally make me love this little game. the epilogues were a great addition.

one of the most boring games I've ever "played" , you need to stay with RT pressed the entire game because it moves the car and the dialog, it's so stupid and that's the only button you press besides choosing a dialog. The story is poor too, kinda just did it in the end for the gamerscore