need to know
what is that? It’s a horror game that isn’t too scary, and it’s perfect for people who don’t like horror but still want to go to Halloween parties.
Expected payment: $20/£19
release date: July 12th
Developer: night school studio
the publisher: Netflix
Reviewed for: Windows 10, Ryzen 9 5900X, 32GB RAM, RTX 3080
Multiplayer? no
Link: Official site
When I really care about the characters in my game, I stop walking when they spontaneously initiate character-building conversations. It’s because I’m afraid I’m crossing an invisible line and triggering more plot-important dialogue to overwrite it. What would you do if you didn’t hear the ending of the story Garrus told Liara? Back in 2016, I didn’t hate the chatty teenagers stranded on the spooky island of the original Oxenfrey, but I didn’t stop walking to hear them chatter.
That was partly so that they could seamlessly put aside “like I was saying” after being interrupted and get back to the important topic. Most of the time they said so much that I didn’t feel in danger of not listening to my concerns. If the train runs every five minutes, he won’t have to worry about missing the train.
Oxenfree 2: Lost Signals is about adults, but that changes things. It’s still a game of crisscrossing a haunted 2.5D slice of the Pacific Northwest (click where you want to go or move It’s not a platformer by holding down a key). FM. Something strange is happening in the town of Kamena. You have been hired to set up transmitters at specific locations in the nearby countryside to investigate unusual radio signals.
But this time around, the characters at the mercy of ghosts, time travelers, or maybe both, depending on how broken their wavelengths are, aren’t so concerned about whether girls think they’re cool. (Though one of them is equally amused that the communication tower is named after someone called Richard Harden.) The second is that the Internet won’t be filled with middle-aged people after it’s published. Whether it accurately represents the “real” way teens talk. Another advantage is that the characters are less likely to interfere with each other.
talking simulator
The dialogue system is Oxenfree’s most notable feature, simulating children screaming at each other in movies such as The Goonies. No one stopped chatting to make them think about which of the three responses to choose. And you didn’t know if the player character, Alex, would wait until her friend had finished speaking, or immediately interrupt her friend and give her opinion. Combined with the fact that if I didn’t choose an answer in time, the reaction would quickly disappear, the conversation turned into a minefield of stressful decisions.
I feel like I was in my teens. Even if I don’t care about the people in Oxenfrey as much as I care about the aliens in Mass Effect, I end up investing in my own clumsy attempts to impress them. Became.
In Oxenfree 2, a fully grown-up Riley, if not necessarily a mature protagonist, has to consider his options longer. She disturbs less people. With Oxenfree 2, you can do a Sorkin-esque walk-and-talk even when you’re alone by giving it a walkie-talkie. You have to wait for people to say “finished” before it’s your turn. Because that’s how it works. .
A walkie-talkie is an ingenious way to fill a quiet void. If you need to hear a friendly voice while climbing a cliff (another feature works well now and Riley is more likely to be on walls and ladders than Alex when you click away from walls and ladders) less likely to board again) and whip the walkie-talkie. Get out your talkie and contact one of the other people dealing with a series of mysterious anomalies in the area. I spoke mostly with colleagues who are park rangers, sailors, and environmental researchers, and each of them had their own stories, paranormal events happening all over the world, and we all knew each other. We had a deeper sense of helping each other to deal with our little problems. Its.
But I never made friends with a radio DJ, probably because I didn’t listen to her show at the right time. Yes, I may still miss something. As with the first game, I recommend turning on subtitles so you don’t lose track of what people are saying when the eerie silence starts to intrude or your voice dies at the loading screen . At one point I didn’t want to miss the conversation so I stopped walking on the edge of the screen without going into the cave and a helpful note appeared letting me know the conversation would continue. Afterwards, I confidently crossed the border of the screen while the sailors talked about the unexplained nautical oddities, but I could even just keep the payphone ringing and what he would say. I didn’t know what it was. The system isn’t perfect yet, but it’s definitely getting better.
talking dead
Oxenfree and its sequel are important because they are the kind of horror games that fill a huge gap in not being horror games at all. It does contain some creepy elements, but in the sense that it “may contain traces of nuts”, it’s also great for people who don’t like horror games but really don’t like gore or gore. I can safely recommend it. Feeling afraid to be alive.
I love horror and replay Silent Hill 2 for the shit and laughs, but I appreciate this middle-of-the-road feeling of understated out-of-tune rather than experiencing body horror or cosmic horror. I’m here. That’s where games tend to have surprises. When Oxenfree 2 gets serious, it gets ridiculously creepy when it starts subverting your expectations. The way the characters are swung around like broken puppets is strangely irritating to watch–something is wrong with the tall, skinny characters with their limbs spread across their hips– And every time you adjust the dial to 93FM, the constant sound of all the ghosts predicting your future is really chilling.