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User Reviews

There are no reviews for this game.

Our Users Say

Category Description User Score
AI The quality of the game's intelligence, usually for the behavior of opponents. 3.8
Gameplay How well the game mechanics work and the game plays. 4.1
Graphics The visual quality of the game 4.1
Personal Slant A personal rating of the game, regardless of other attributes 4.5
Sound / Music The quality of the sound effects and/or music composition 3.8
Story / Presentation The main creative ideas in the game and how well they are executed. This rating is used for every game except compilations and special editions which don't have unique game content not available in a standalone game or DLC. 4.3
Overall User Score (12 votes) 4.1

Critic Reviews

MobyRanks are listed below. You can read here for more information about MobyRank.
RPG Site (Jan 30, 2014)
If you're a role playing fan, you love the horror genre, enjoy puzzles and a good challenge, you need to play this game, someway, somehow, because I bought it, it frickin' flew out of the box, it smacked me in the face a few fucking times and it said "you're gonna play this frickin' game, and you're gonna love it". And I did; I surely did. Sweet Home is an outstanding experience even today and it's unlike any other game I've played, making it all that much sweeter. If you can get your hands on this bad boy, do it!
Just Games Retro (Oct 28, 2006)
Suito Homu - I'll let you guess what that translates to in English - is a Japanese horror film released alongside this game. The two were apparently co-developed, based on the frequent, detailed similarities (right down to the look of the notorious fresco), the near-identical release date, and that the movie trailer also featured images from, and promoted, the game. This is the sort of cross-polination of media that would soon become a near-requirement for all films, and Sweet Home may be one of the first to have an official game version. It is also unique in that the game is far, far better than the farcical movie.
1UP (Sep 08, 2011)
I felt I had to mention those negatives, because gamers today have less patience than those in 1989. I’m going to rate this game like I’m playing it in 1989. If this were twenty years ago, this would have been the creepiest game I had ever played, killing pretenders like Shadowgate and Tombs and Treasures. Like I said earlier, it nails the atmosphere, and for me that it is one of the most important qualities for a game to possess. The controls are a bit or a turnoff, but if this was 1989, I wouldn’t know any better. I recommend it to anyone with a fondness for NES games or the patience for old-school RPGs. It's a strange, relatively unknown game that hopefully gets a few more fans now that it's easy to get a hold of.
It might not be a masterful epic along the lines of that other famous Famicom RPG, I think it’s called Final Fantasy III or something, but on the other hand Square’s games aren’t renowned as grisly works of horror and madness. Not unless you go back to their Famicom Disk System days, anyway. But Sweet Home is more than just a glimpse into the earliest workings of what would become survival horror, it’s a pretty inventive take on the genre in its own right.
GotNext (Sep 13, 2006)
As an RPG, Sweet Home is competent. Compared to other NES RPGss, especially the Final Fantasy series, it’s very short, mainly due to the restrictive setting of the mansion. It also lacks that high production value, bar a couple of gruesome cutscenes (which are more than likely the reason this game wasn’t released outside of its native Japan), and it doesn’t really offer anything revolutionary, outside of the aforementioned fantastic story.
Can't Stop the Movies (Sep 15, 2015)
None of this scared me exactly, but more frustrated me. It's understandable that a game this old working in a horror milieu might not have the same potency as a black and white horror film continues to, but the scenery is more interesting due to the color palette and soundtrack from the available resources on the NES than as a game. Even if the goal is to frustrate or beguile the player in some way, is that good to do without some intuitive means of figuring out what the most beneficial path forward is?