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.
I noticed this too when I first started playing this game. After hearing the thunder and seeing the dark atmosphere, I was expecting at least a jump scare through a closed door or after going through a hidden corridor. I think this detail was beneficial to add, since this fear makes players pay more attention to their surroundings and really pick up on hidden clues about where the family went. It also adds a sense of doom/unfamiliarity that makes Katie's pov more realistic after discovering her back story.