![]() ![]() The increased presence of adolescent girl protagonists in popular videogames calls for deeper analysis into their representational potential. Video games conversations usually stop the flow of the discussion to give the player time to read and answer whatever they want to reply: it feels clunky and unnatural or at least it feels after Oxenfree, because it has created a dynamic environment where the actions never actually stops.Liminal Rhetoric in Girlhood Games: Developmental Disruption in Night School Studio’s Oxenfree by Stephanie Harkin Abstract That also means that she can let the characters talk about themselves or the things they like because the game never really stops. In Oxenfree there is a twist in the conventional system: above Alex, different speech bubbles appear every time she can say something, then the player can choose if she wants Alex to listen or just interrupt the annoying character that won’t shut up. After an answer is given, the flow of the conversation re starts until you have to reply again. In conventional games, when any characters talks, the player has to wait until however is talking stops their speech to interact with them. The work of the composers in that section is incredible.Īnother great part of Oxenfree is how the dialogues are implemented, likewise it’s probably why the game feels so fresh. Besides creepiness it also offers joyful tunes and paranormal melodies. It’s the perfect topping for a very good ice-cream. The music deserves praise, with awesome creepy tunes which dive between dream and reality settling the mod to enjoy the experience. Another good decision is that somehow, unless I’m going crazy, the environment swings and imitates the movements of a ship which adds to the weirdness of the story. Giving a far away vision of the characters may seem trivial but helps compensate how different the character models look in distinction to the environment and since the game doesn’t focus on details but on the bigger picture I’d say it gets the job done. They are also very clever so mentioning how the camera works is a must in this review because they make the worst part of art look no so badly. Moreover Night School Studio has made Edward Island looks gorgeous at every single stage of the game. Art and sound encourage the player to engage in the game and make the game stand out what it is telling. As I said before indie games don’t have necessarily put much work on what they are saying but rather how they say it and art is a fundamental part of storytelling in games, they rely in narrative to make everything work. The art and sound department are probably the most controversial part of the game for me. Fortunately, by looking at them Alex recognizes the many mistakes and so she will be rewarded by leading one of the greatest games of 2016: Oxenfree The forgotten shadows died miserably years ago and so they expect Alex’s fate to be like their own, to drag her into the abyss they reside. After many years, the visages have lost all expression except the regret which is deeply settled on them. She deeply stares into the mauling shadows and in return they stared at her. Anyone else would have turned around and running away from such a place was the smartest thing to do but Alex is tired of crawling and giving in to tormented voices without face. ![]() After walking up the hill, the ceasing the clamor of her radio slowly dies off radio and is replaced by shifting shades, which devour the light of the pale moon. Pressing and scrolling through every button does nothing to turn it off so despite her endeavor to stop the unintelligible podcast she can’t quite shut it down, thus bearing with the sound becomes another annoyance in addition to her grim situation. Without giving too much thought about her position and starts a silent walk, only disrupted by the unceasing static of her pocket radio. After washing her face she returns to her senses and notices her solitude. Slowly, she gets on her feet, and looks herself in the mouth of the river beside the sea. Alex has no recollection of where she is or how she’s ended in tears near the shore. ![]()
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