When you do shut up, most of Oxenfree’s gameplay revolves around Alex’s portable radio. After inadvertently triggering mysterious forces, Alex has to use the radio to traverse the island, activating parts of the world and bypassing gates and doors. Disappointingly, this just involves scrolling through numbers on a dial until you feel the controller vibrate. A great opportunity for puzzles becomes a dull, guess-what-number-I’m-thinking-of exercise. Each area has different signals you can tune to, with mysterious messages in Morse code and creepy music that lets you set the ambience of the adventure. It makes the radio a fun gadget, and a clever way to give Edwards Island more character. Just a shame they didn’t find smarter uses for it as a puzzle solving tool.
We’re glad adventure games no long traffic in the illogical puzzles that once plagued the genre (nightmares about using maple syrup and stolen cat hair to make a false moustache still cause us to wake up screaming), but Oxenfree goes too far the other way, refusing to challenge you at all. Bar a couple of easy riddles, there’s nothing here more advanced than ‘find the nearby object’. Telltale have sometimes been guilty of oversimplifying the puzzles in their adventure games, but if you can successfully turn on Oxenfree, you’re already overqualified to complete it.
The story gets off to a great start, introducing us to its fun cast and setting up the mystery. It’s when the island’s threat starts revealing itself that the narrative becomes less intriguing. Early moments when the island itself seems to change – with surreal images flashing onscreen, your radio distorting and scratch marks covering the borders, as if you’re trapped in a paused VHS tape – these are genuinely unsettling.
But they repeat too often, soon suffering from diminishing returns. When it focuses on the core cast it’s far more interesting. The history between Alex and Clarissa is a particular highlight with that inspired dialogue system giving a late game argument real dramatic weight.
It feels like we only got the first two acts of a great story. Just when we’re getting to know these characters, it steamrolls towards a conclusion that feels rushed. Because even with character relationships giving it replay value, this is still very short. There are further rewards for searching the island later in the game, but traversal is slow and the island too small to satisfy any explorer’s itch. It’s also not above some cheap narrative fake-outs, which make it harder to get invested in everyone’s fate. One dark moment involving Clarissa should remind us of Life is Strange’s best moments, but here feels like it’s just used for shock value.
Ah, Life is Strange. The hella kool elephant in the room. There was little chance we’d get through this review without bringing up the other character-driven, teen-focused, photo-snapping adventure game. Oxenfree gets a lot right that Life is Strange got wrong (you’d never catch Oxenfree’s teens dirtying their mouths with dire-logue like “go fuck your selfie”). Difference is, Dontnod made a game that had a smart gameplay mechanic along with a compelling story. Great characters and an outstanding dialogue system make Oxenfree an easy recommendation for fans of interactive storytelling. It’s the lack of challenge and underutilised radio mechanic that make it harder to recommend as an adventure game.