Gone Home also plays with player agency by subverting expectations about danger and complicity. The first moments of the game create a sense of mystery more frequently associated with survival horror: the abandoned house is cast as unnatural and threatening, with the player invited to explore it suspiciously, suspecting some external danger behind the apparent disappearance of the family. That danger, of course, turns out to be internal, not external. The player becomes the intruder in what should be a familiar environment
Outlandish: This interpretation of this misleading horror element of the game 'Gone Home' is interesting for sure. But, I do wonder if the creators of the game meant for it to be intentional because I believe a majority of players felt this way.