Oxenfree: The Overnight of the Powerless Peril

Time to Beat: 4.4 hours

Writing the Brigador review a few weeks ago, I reflected on my, simple method for composing these video game reviews: take notes on whatever come to mind during play, and use the notes to write one or more 1,000 word articles. Brigador remains remarkable for its ability to produce not a single memorable thought, not a scribble on a sheet of paper. It was remarkable because of its lack of remarkable qualities. Question: Are bad games, also, paradoxically capable of generating a lot of notes? It didn't take long to answer this question with a unequivocal yes, and Oxenfree (strike-though intended), a supernatural adventure game designed by Night School Studio in 2016, is the proof. Like Technobabylon, the desire to begin Oxenfree originated because of a particularly thoughtful review, and like Technobabylon, Oxenfree produced a copious collection of notes, but in conclusion their worth is less than a single blank page. Let's begin the story afresh.

In Oxenfree the player controls Alex, a long time resident of Camena (a fictional town on the coast of Oregon) who attends a traditional, senior-year spring break on local Edward Island with stoner and friend since toddlerhood, Ren, brand new stepbrother, Jonas, Alex's late brother's ex-girl friend, Clarissa, and Clarissa's friend (and Ren's love interest) Nona. A tourist island, whose only permanent resident, Maggie Adler, died three days ago, Edwards is the perfect location for a secluded overnight party. After settling down on the beach, and thoroughly pissing each other off with a game of “Truth or Slap” (Alex and Clarissa have a history over Alex's brother), Ren leads Alex and Jonas to a nearby cave which, he says, causes radios to act oddly. Alex has brought hers to demonstrate and accidentally unleashes a strange, powerful terror, referred to in subtitles as “???”.
As the source of conflict in Oxenfree, this activation of ??? could have produced a spectacular story, but Oxenfree is hopelessly hampered by an incoherently contradictory tone. In spite of being trapped on an island, terrorized by some supernatural phenomenon capable of possessing their bodies (aliens, ghosts, or demons) none of the characters appear to appreciate the seriousness of their situation. Instead they spend their time strolling around the island sans plan, discussing favorite pastimes, and whether they should date the girl down the street or go to college out of town. Oxenfree's tone vacillates between playful and deadly as fast, and as often, as it takes to change the station on the radio. The problem arises from Oxenfree's aesthetic, which is a combination of soft and goofy. The backgrounds feel ephemeral, produced with a palate of pale pastel colors and a gorgeous wooded scenes which uplift instead of cast down. The characters (though not as well rendered) share the same hue and design. But the insane ramblings scrawled upon the walls, the terrified shrieks echoing across the radio waves, and the ominous music which noticeably builds to a crescendo just before an encounter, contrasts absurdly with these aspects.

Most debilitating to Oxenfree's suspense and tension, is the speed with which the player realizes nothing disastrous will occur. The characters seem reflect this reality by taking the ever increasing horror, with ever more infuriating nonchalance. If some unknown, unseen force kept possessing my friends at will, creating grotesque illusions of disturbance and death, and kept disarranging my very sense of time, I'd be cowering by the dock or searching for a place to hide. Instead, Alex and Jonas wander around, recollecting their scattered friends, intermittently frightened, but just as likely to practice their call and response with, “Hey, doesn't this cave look cool?” … “Yeah, we should explore it!”

Another disappointment: while Oxenfree pretends to be about five friends trapped on overnight on an island, most of the game the player controls Alex in the sole company of Jonas. Immediately after the activation of ??? in the cave, Alex and Jonas wake up a good half mile from where they slipped into unconsciousness, and though the other three friends didn't witness the event, they've spread themselves across a three mile island in three minutes.
Oxenfree's mechanics are limited for an adventure game, with no inventory except the radio Alex brought to Edward Island. She can walk (no running please), jump (in certain predetermined areas), use the radio (this is one of the few cool aspects), activate various switches (not a puzzle game, except in the most limited sense), and speak. Oxenfree boldly attempts to distinguish itself with a unique conversational mechanic. During conversations between the characters, Alex will be offered two or three word bubbles to choose from. Yet their display does not pause time, and dialogues don't wait for the player to react. Options quickly fade, and the other characters keep speaking to each other, or if speaking directly to Alex, will assume she has remained silent and readjust according. At first this sounds immersive, because it reflects reality, but the time which the player has to choose (while realistic) is too short, about five seconds.

Another difficulty of this conversational feature is of crossed conversations. Sometimes a character will have just begun a conversation (A), and immediately a new location or activated object will interrupt and begin a second conversation (B). The results looks something like this: A (start) → B (start) → B → B (end) → A → A (end), and the result is like listening to two people talk over each other, both conversations are garbled.
There are a number of other missed opportunities and absurdities. Oxenfree introduces a new mechanic which it explains ninety minutes into a four hour game with limited interactivity. This is an unacceptable infringement on proper game design. Oxenfree also introduces a scavenger hunt three hours in. Because the player has already explored most of the island, completing it would require backtracking, but this is intolerable for two reasons. The first: Alex has lead feet. She plods along regardless of terrain or nearby danger. The length of Oxenfree is not because of a huge amount of material, but a large space traveled by a character incapable of anything beyond a shambling lope. To compound this error, is the issue of dialogue. Entering most areas activates a dialogue between Alex and Jonas, and these normally last at least part of the scene, but backtracking returns the player to areas with no dialogue, making them mindbogglingly boring.

I won't spoil the threat which Alex and her friends face, but I would be remiss if I failed to warn any future player about the lack of danger. It's clear early, in spite of the fact that the malevolent force can do whatever it wants to Alex (demonstrated by its ability to make her undergo a number of abominable hallucinations), the developers chose to never threaten the player. There is no part of the game which the player can fail, no choice which can result in an early ending or even a “you've died” black void. I'm not claiming every game requires this as a possible result, but the threats of ??? are empty without it. There are a number of different outcomes (or varieties of outcomes) and only one of the midnight revelers is in mortal peril. Yet, in spite of intentionally tanking two of the enemy's games (I wouldn't give them the pleasure of my cooperation), I still managed the best ending (though this verdict is a bit subjective).
In conclusion, Oxenfree generated a book full of notes, but few of them favorable in disposition. A laborious overnight, haunted by demented enemies, in a beautiful setting, unmistakably (and absurdly) devoid of danger, observed by a girl who couldn't (and doesn't) run to save her life.

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