GO HOME ANNIE REVIEW - WHEN SCP MEETS PSYCHOLOGICAL MINDFUCKERY
Ever wondered what would happen if someone finally made an SCP game that didn't just throw 173 and 096 at you while you run around like a headless chicken? Well, grab your camera and put on your psychological armor, because Go Home Annie is here to show us that the SCP universe is way more than just neck-snapping statues and shy guys with anger issues.
HONEY, I'M HOME... I THINK?
First things first – this isn't your typical SCP game where you're a D-class trying not to shit yourself while running from murder monsters. Instead, you're Annie, armed with a camera that shows another dimension of reality, exploring a house that feels like it was designed by M.C. Escher while he was having a particularly bad acid trip. The graphics swing between "damn, that's pretty" and "yeah, that's definitely indie," but the atmosphere is thick enough to cut with a knife.
THE GOOD, THE WEIRD, AND THE WHAT THE HELL?
The game absolutely nails its atmosphere. The sound design is creepier than finding a stranger's hair in your food, and the voice acting ranges from "pretty good" to "how did they afford this?" Annie's voice actor in particular deserves a raise – or at least a hug and some therapy after recording all those lines.
The puzzles are like that friend who's smart but not show-offy about it. They're clever enough to make you feel accomplished when you solve them, but not so difficult that you'll need to consult a PhD in quantum mechanics. Though fair warning: some of them in the later game feel about as dragged out as a Marvel movie's third act.
FRANK, MY BELOVED
Let's talk about the characters, particularly Frank. Oh, Frank. Sweet, beautiful Frank. I won't spoil who or what Frank is, but let's just say that in a game full of weird shit, Frank stands out like a golden nugget in a pile of... well, you get the idea. The game's cast of characters, while small, leaves an impression bigger than my student debt.
THE "HORROR" DEBATE
Here's the thing – this game is tagged as horror, but that's like calling a psychological thriller a slasher film. Sure, there are some creepy moments, but this is more about making your brain do somersaults than making you jump out of your chair. Think more "what the fuck is going on" and less "holy fuck something's chasing me."
WHEN THE BUDGET SHOWS
Look, this is clearly made by a small team, and sometimes it shows. Some animations look like they were done by an intern on their first day, and there are bugs – not game-breaking ones, but enough to occasionally remind you this isn't a AAA title. But honestly? It's like finding out your favorite local band isn't perfectly polished – it's part of the charm.
THE SCP OF IT ALL
For SCP fans, this is like finding a hidden gem in the wiki – it uses some of the more obscure, interesting SCPs rather than just throwing the greatest hits at you. And if you don't know what SCP is? Don't worry, you'll still understand what's going on... mostly. Okay, maybe not entirely, but being confused is part of the experience.
CONCLUSION
Go Home Annie is like that weird indie film that makes you go "what the fuck did I just watch?" but in a good way. It's not perfect – the pacing sometimes feels like it's being handled by a drunk DJ, and some puzzles overstay their welcome like that one relative during holidays. But damn if it isn't one of the most interesting games I've played this year.
For $20, you're getting about 4-5 hours of quality mindfuckery that'll leave you questioning reality and probably wanting to hug Frank. Just maybe wait for a patch or two if you're the type who gets annoyed by technical hiccups.
8.4/10 - Like having an existential crisis while a talking bathtub questions your life choices.
We at NLM received a key for this game for free, this however didn't impact our review in any way. Though we might need therapy after trying to understand what the hell just happened in that ending.