

Other times, she’ll wait for them to finish what they were talking about. Sometimes, Alex will interrupt whoever is speaking, cutting them off. The former option inserts the chosen dialogue into the conversation seamlessly. So the player may either choose one of the options given, or remain silent.

In Oxenfree, one of the tenants of conversation is that the player has to react without the luxury of pondering the best response. Speech bubbles govern these interactions and present the player with one of three dialogue options. But the bulk of the player’s actions occur during the many conversations between Alex and one (or more) of the other characters. And she carries a small radio to investigate anomalous signals scattered around the island. The player can use Alex to navigate, and interact with, the game world.

And to say that it caters to the development and interplay of these relationships would be an understatement. The gameplay in Oxenfree takes a back seat to the interaction between the main characters. So late, in fact, that the impact of the revelation was far less gut wrenching than intended (more on that later). And a twist is thrown at the player near the end of the game. What I can say is that the narrative holds on to the unrefined “ghost story” aspect for a bit too long. Much of Oxenfree’s charm is embedded within the narrative, so I can’t dive too deep without ruining a few delightful surprises. And as the ghost story progresses, the stakes rise. Like Stranger Things, the impact of Oxenfree is felt most acutely once you are invested in the fate of the five main characters. And ghost stories are strongest when the central cast is compelling. It’s even the subject of a Steam Achievement – I’m the Firestarter. The most interesting possibility is the ability to become enemies with all of the other main characters. As the night progresses, you’ll have the ability to choose who to take along with you and depending on your handling of general conversation, and specific situations, the interpersonal narrative will shift. The player’s ability to care greatly affects the relationship between Alex and her four companions. And care about what happens to them…or not. This serves to connect us with the characters on a personal level. During my time with the game, not a single line felt forced or rehearsed. The voice acting in Oxenfree is some of the best I’ve heard. But all are ostensibly teen aged and skillfully written as such. Never Say Dieįrom the outset, there is a real sense of authenticity to the characters. At worst, the group dynamic channels The Breakfast Club. And Clarissa, Michael’s exceedingly bitter (ex) girlfriend. The central cast is made up of five individuals: Alex, a high schooler who lost her brother, Michael, in a tragic swimming accident the year before. And the haunted island they are trapped on. But to call the game a simple ghost story denies credit to the well developed characters that take center stage. Night School Studio’s first game, Oxenfree, molds that wonder and curiosity into a ghost story, both unexpected and delightful. I remember slowly turning the radio dial and listening to the static in hopes of hearing a hidden signal in the noise… My young mind thrived on the possibility of a world just out of reach – marveled in wonder and curiosity at hidden fantasies just past the periphery of my existence. I listened to it as often as I could growing up, and enjoyed hearing about all sorts of outlandish things. Coast to Coast AM is a radio show that deals with the unusual, the paranormal, and the downright strange.
