Why You Should Play: Oxenfree
*Spoilers for an 8yo game!*
Oxenfree’s story isn’t terribly complex. It takes maybe 4 - 6 hours to beat, depending on how much of the collectable content you’re aiming to grab. Game play primarily consists of walking around the island, talking to your friends, and fiddling around with your pocket radio.
But DAMN does Oxenfree do well in its execution.
The aforementioned radio, as your primary means of interacting with the island, is an amazingly implemented mechanic. You can go through the entire game, only using it for its intended purpose, and it is entirely valid.
But.
If you take the time to scroll through the radio stations in different locations - even outside of the “anomaly” areas - you’ll get little pieces of information and world building.
Music stations exist, though they only play music from the 1940’s.
Certain stations in certain places will broadcast messages in Morse code, which, coupled with the opening call signs from the anomaly stations and the freaking beats in the game’s main music track, led to an ARG back in 2016 when the game was released.
Sometimes, you’ll get clips from old interviews.
And sometimes…you’ll hear yourself. Having conversations that haven’t happened.
And that’s just the radio mechanic.
Another main gimmick of the game are time loops. You’ll occasionally get stuck in a loop, only able to escape once an old magnetic tape player appears, allowing you to break through the frequency of the loop. The time loop will visually appear on the screen as almost VHS quality static, like the world around you is physically being paused and rewound each time you make it to the edge of the loop.
The screen distorts with static, gets flipped upside down and your dialogue choices reversed, still images of nautical blueprints and old photographs flash for a brief second. In the background, seemingly innocent trees and stones will twist and distort into towering monsters, eyes glowing bright against the darkness of the island, there for only a second, leaving you to wonder if you actually saw something, or if it was just your imagination.
There are moments in the game where Alex’s reflection will speak to her, giving her advice. At the moment, the information seems…strange. Nonsensical. You tell yourself to let Jonas speak to his mom - who is dead. You tell yourself to let Michael know to stay with Clarissa - despite Michael having died years ago.
The information doesn’t make sense…until you approach the end of the game. And then you have to decide whether or not to believe your reflection, and make your choices, until at the very end of everything…after everything that you’ve experienced in your play through, everything you’ve learned…you have to tell your past self what to do. The entire time, it was you.
The game ends, your futures are set…and then, as Alex is narrating her closing statements…the audio distorts. Alex says that she has to pick up Jonas for Ren’s trip to the island. The screen gets staticky, and goes black.
And then fades in on Ren, describing the history of Edward Island.
You are on a boat.
At the beginning of the game.
And you are aware that you’ve been here before.
**Link to information on the ARG, because HOLY SHIT I WISH I COULD HAVE BEEN THERE FOR THIS!!!
https://wiki.gamedetectives.net/index.php?title=Oxenfree#:~:text=The%20Morse%20code%20in%20the,to%20go%20to%20Edwards%20Island.
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something about the fairies taunting jack with rose petals no less. something about the toymaker covering the unit hq in rose petals while he gets shot at. you’ll never get away from the sound of the woman that loves you blessed you with the curse of eternal life
jack loses everybody he loves over and over again and as a reminder of that, rose petals.
the doctor loses everybody he loves over and over again and as a reminder of that, rose petals.
tell me that doesn’t sound remarkably similar to the way fifteen describes the goblins to ruby. the goblins are part of the toymaker’s “legions” — ancient and mysterious entities from the dawn of time, slipping in through the cracks in reality, stimulated by human belief and superstition. goblins abduct little children for their own ends and so do the “fairies”. you don’t know where the chicken or the egg is, where history ends and mythology begins: did the folklore emerge from sightings of the real creatures, or did the creatures coalesce like an egregore because of the proliferation of the folklore about them, a manifestation of humanity’s deepest fears come alive ever since the toymaker changed the rules of the game?
but was it the toymaker? could this all be a chain reaction, kickstarted billions of years ago (or only nineteen, depending on how you look at it) when one headstrong young woman looked into the time vortex and turned herself into a literal deus ex machina, defying all laws of reality, raising the dead and disintegrating the death-bringers? could that have been the moment (lol.) when it all began to unravel?
i haven’t seen classic who. what do i know. but maybe it wasn’t the line of salt at the edge of the universe. maybe it was one girl, seeing everything that ever was, everything that will ever happen, anything that ever could be. the fairies haven’t stopped pursuing jack ever since: he’s the living evidence of her miracle. they slaughter his entire train carriage but they don’t touch a hair on his head. other children are the fairies’ chosen ones, yes, but jack is the chosen one of their goddess. the bad wolf
i wonder who that jonathan groff character in the upcoming series is.
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