Friday, November 18, 2016

REVIEW - "OXENFREE"

Of all the games I've played recently, Oxenfree has been one of the best when it comes to atmosphere. Wandering around Edwards Island was extremely engaging and unsettling. It also has some of the best character work and interactions I've seen in a game, which while not exactly realistic, worked for the world of the game. The biggest issue holding this game back is its pacing, but despite this, Oxenfree is something special.

The game is often very creepy and unssettling
Oxenfree casts you as Alex, a girl who is approaching a crossroads at her life. We've all been there; approaching graduation, unsure of what do to do with our lives. Alex has also recently had tragedy in her life, which has also had an impact on other people in her life. The game begins with Alex, her friend Ren, and new stepbrother Jonas going to Edwards Island, an abandoned island, where they plan to meet some others to have a party. Turns out the only other people there are fellow students Nona and Clarissa, who doesn't like Alex especially. You later find out why, and that adds another layer to the relationships between these characters.

Dialogue choices affect your relationships with the characters
The characters and their relationships are what help make this game stand out. As the game progresses, more and more layers of these characters are revealed, deepening your connection to them. The dialogue isn't the most fluid and realistic, but the voice performances are so good that it fit perfectly in this world. Early in the story, I found Ren to be quite irritating, and I tended to side with other characters during the game, and that came back to haunt me. The character I connected with the most was Jonas, who was my first companion during the game. Because of this, I decided to go on my whole journey with Jonas, and two people who were almost strangers slowly became siblings.

One of the best mechanics of the game is that there are no true cut scenes. Conversations and dialogue choices are made while walking from one location to another, which helped keep the game's flow going. And I'm glad I never lost control, as I was completely enthralled with the world of this game. The game slowly became more and more unsettling, and by the end of the game it became a full-on horror game. I just wish the pacing of the game were better.

Oxenfree involves a lot of walking
Now, I know I said that the lack of cut scenes helped keep the flow, but that doesn't mean it didn't mean the game's pacing was consistent. In fact, there were many points where the game started to drag. You see, the only form of transportation in this game is walking, and there are no quick-travel points. So that means you have to walk to every point in this game, and many times it involves walking through many locations before getting to your destination. Now, the conversations mentioned earlier do help, but many times these end before you get there, meaning it's just you walking in silence to your next location.

This criticism also applies to the game's mechanics, or rather, mechanic. There's only one real mechanic in this game, and that's the radio that Alex has on hand. The radio is used in everything, from unlocking doors to closing supernatural rifts. This becomes a bit monotonous, as all you do is reach a location, open your radio, and cycle through it until you reach the one station that happens to be the solution to that specific problem. This problem is amplified when you get an upgrade to your radio later in the game, which has even more stations to choose from. Now, this isn't something that ruins the game, but it is most glaring issue in what is otherwise an amazing game.

Oxenfree isn't perfect, but it's so far my favorite game of the year. The narrative, character development, performances, and environment all come together to create one of the most memorable experiences I've had in a long time. I was engaged and connected with the characters all throughout, and I cared so much that I thought carefully about which dialogue options I chose, lest I run the risk of ruining my relationships with the others. The mystery at the center of the story is something I actively wanted to get to the bottom of, and the atmosphere was effectively unsettling. The game's pacing issues unfortunately bring the game down, and it has the unfortunate problem of monotony, but at the center of it all it's an engaging and heartfelt story about growing up and dealing with all the problems that occurs along with it.

No comments:

Post a Comment