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I really wanted to like this game, but I replayed the first one before playing this and that game set up some some clearly established rules for how the time distortions worked--rules I adored and made the existential dread so compelling--that the sequel threw out the window in favor of giving a happy ending to the characters of the first game.
The problem is that ending doesn't feel earned, and retroactively dulls just how brilliant the first game's ending was in the process. The sorrow and horror of it was what made the game stick in my mind, and what made revisiting it so interesting.
I think an ending with Alex (and the others, apparently) getting out of the loop could have worked here, but I think it should have required at least a NG+ run of Oxenfree 2. I mean we're told point blank that Riley has thwarted Alex multiple times, and an initial ending of defeating what we thought was the Sunken but turned out to be Alex & co would have been a brilliant reveal, and inspired immediate replays to see if there was a way to get a different outcome. Even better if Alex only started using Olivia in NG+ runs to match up with her "I know this will be different because I've never tried using her before" dialogue.
Also, and this may be my personal taste, but I really hate the "We solved the problem by erasing all the cool supernatural stuff that got you into the story in the first place!" ending trope that these stories sometimes take. Like... exploring those concepts is the entire reason why I'm here.
Finally, it struck me somewhat bizarre that Maggie Adler just told Jacob about The Sunken at all? The first game's letters go to great lengths to emphasize how important she felt keeping the secret of the Sunken was, to the point that when she finally had a change of heart she hid the truth behind military security while at death's door. And now we're supposed to believe she told another local everything?
I don't know. The game still has some great dialogue and moments, but at the end of the day I feel like the ball was dropped on the most interesting mysteries of the first game.
Oh yeah, this would have been so great.
It's still possible we'll get some of that in future updates. After all, the NG+ wasn't there right away, it was added later.
Yeah, there was some retconning with Maggie to some degree. I kinda sorta think of vaguely remember her mentioning a kid she was friends with, but I might be making it up. Definitely all the Parentage stuff was new. And the whole "burying letters all around Camena" thing was so blatantly an excuse for collectibles (were those unsent letters then? Or did she make manuscript copies just to have Jacob bury them?). None of that information is actually relevant, most of it is obscure and unrelated to the current story.
Some random kid, even. Who she felt connect to just because she saw him spend a lot of time at the library. And then she had him bury personal letters on her behalf in a place where she didn't even live? What would be the point of that?
I just thought about another kinda plot hole. If I remember correctly, the first game established there was no cellular reception on Edwards Island, which could make sense (not really, considering how close it is to the coast, but let's run with it). But this time they're on the mainland. Why isn't anybody trying to use a phone? I don't think Evelyn talked about the radio disturbances preventing cellular traffic, right? At the very least, there should have been a line with one of the characters lamenting not being able to use their phone.
Yeah I would love a NG+ update to this one in the same vein as the first, though I do think it'd be difficult to do without accidentally erasing the happy ending entirely in a "congratulations you have a loop of getting Alex out of the loop!" kind of way.
Still, I hope the devs figure out something for it because the NG+ changes were my favorite part & additional to the original.
Great question about if the letters were unsent or copies. I'd guess copies considering there's a clear progression between the sets. They definitely come across as a game-y element with Jacob burying them and stating that he agreed to never read them/will keep his promise so he won't talk to you about them.
I think the most related set is about Olivia's parents, but I haven't scoured the others deep enough to see where they're connected aside from the submarine.
Speaking of Parentage though...
I got completely lost with what their actual history is/was because the main game repeatedly states that Olivia's parents started it, but radio conversations I had with Shelly indicated that it started in the distant past and had an extremely bloody origin. Specifically that while a horrible fire was killing everyone on an island (iirc), a portal in the sky opened up and showed a vision of paradise.
Shelly said this was the origin of the term "Planetshine" and that the cult spent years killing people trying to open the portal back up. Freaky stuff! I loved it.
But then I got to the community center and Riley/Jacob observed that modern Parentage was extreme yoga which... if that's the case why keep the name of a mass murdering group?
Unfortunately I couldn't get the dialogue to go in a direction that asked that as, when examining the community center and finding the term "Planetshine" in it, Riley wondered aloud what that could mean, despite being told by Shelly exactly where it came from. I really wish there had been some interconnection between what I'd been told by Shelly and what I found.
Definitely a loose thread--and while we're on the subject, I think Maggie Adler would have been a better character to play the role of expository time lord than Alex. We get a -hint- of that, but it would have been cool to have some kind of reveal that she had a random kid bury these letters because she'd seen a future where they were dug up.
So there are a few times where you can use a phone! One is to get Shelly's contact info from the ranger station by redialing the last number. There was also an option to call 911 but I have no idea what that results in because apparently Riley was allergic to using the phone twice. Relatedly, Shelly will mention at one point that she's been responding to calls all night.
Second, in one of the conversations with Nick you can ask him if he's tried calling other people due to all the freaky stuff he's seen and he says he has, but that the only person he can reach is Riley.
Writing it all out like this, there really is a lot I like about this game and its mysteries...
Well, yeah, your very last observation raises some issues, but in general, I kind of bought into the idea that there were (possibly unsubstantiated) rumors about Parentage being an evil cult you should stay away from, when in reality they're just harmless. Which plays well into the fact that Olivia missed her parents so much, because they were really great parents and super-nice guys, as we see from one flashback.
It's possible nothing of what Shelly told Riley is actually true, but just nasty rumors created by those who were bothered by Parentage's rituals and stuff.
On the other hand, there's some Scientology vibe about Parentage, isn't there? I guess any judgment on them is supposed to remain ambiguous. The main thing is that they're a red herring re: who's trying to open the portal and let the Sunken in.
I don't know, Maggie never went through a portal, never experienced the ghosts directly, right? She knew what they were and she studied them, and Anna died while they were trying to experiment with portals, but Maggie herself lived and died firmly anchored to our reality, as far as I can tell (unless I misremembering).
Yeah, that's a landline, though. I was talking of mobile phones. Landlines are easy to handle for writers, they're only accessible from certain points. Mobile phones, notoriously, mess up your story by making it easy for the characters to access information and/or talk with each other, call authorities and whatnot. They're the bane of modern screenwriters. :)
(I called 911 with Riley, btw. Call just doesn't go through.)
I think Shelly is also talking of a landline. And Nick is probably talking of the ship's radio.
But here's one more anomaly for you. If you decide to accept Hank's request at the ghost town and take the picture from the past, Riley tells him, "I sent you the picture". So that's possibly the only instance in the entire game (except for the epilogue screen) in which a cellphone is being used, out of nowhere, and then never referenced again. :)
As I said, it's still a good game. Its main problem is that it happens to be the sequel of an excellent game. :)
I just beat the game on my first play through about 15 or so minutes ago - just thinking and dwelling on the experience I had these past 24 hours. I have some thoughts to add here, you and the other guy had a good discussion so I will try to keep this short (also on my lunch break).
Keep in mind, I have not played the first "Oxenfree" since about 2019 on my switch and since 2017 on steam, so I admittedly forgot a few things about it until I read your review. I have gotten all endings and I - to this day - raved about that game beyond measure. The themes that first game presented, the intriguing story, and the well-written and well-voiced characters and relationships were all just such a joy to experience. Overall, "Oxenfree" is one of my favorite games I have played in the last decade alongside the likes of "Firewatch", "Kentucky Route Zero", and "Life is Strange". So, needless to say, I was very excited for it successor.
"Oxenfree II: Lost Signals" is most certainly a good game and I still recommend it to friends. The story was interesting enough and - once again - the voice acting and character interaction was top-notch. However, as the game progressed, I found myself to really miss something about the first game. The way the game had Alex written was unsettling to me, as it made her - as you stated - seem like the omnipotent being instead of a teenager stuck in time with her friends, desperately trying to get out. She somehow knew how to do everything and anything? I understand she was in infinite time loops, but it still just came off wrong to me. The mystery of the island was not so much a mystery to the player, anymore. Yes, we know what is going on from the first game, but hopefully that makes some sense.
To end this admittedly low effort spiel, Oxenfree II just did not capture the same magic that the first one achieved. It was not nearly as innovative and the Sunken just seemed more like minor annoyances rather than a formidable threat or even just flat out interesting. Olivia and crew had small character development, so I could not give two ♥♥♥♥♥ about her at the end. I wish I got to see more relationship development with Jacob and Riley, maybe a nice epilogue to players who achieved a high enough friendship for marriage? I wish Alex and her friends had more to add to an epilogue as well.
All in all, you hit the nail on the head with your observations.
This game was a good game, and I will play it again to get more endings eventually. I am not disappointed with the game as a whole, I just wish it could have been able to really add onto the exceptional themes, characters, and story of the first better than it did.
Also, the mainland's level design almost 70% copies Edward's Island from the first game. I mean, a parking lot, a big building (church) to the right, hils, the beach etc.
In this game I felt that was sorely lacking, I brought out the radio on several occasions to see if I could hear anything and didn't get much other than some basic sounding radio broadcasts (I remember one was just talking about a breakup and another just being a basic radio dj intro). I just didn't feel the need to explore as much here and I definitely did not feel the same sort of empathy I felt for the characters in the first game. I absolutely love Alex and her dialogue choices really seem to make such an impact on what kind of person you make her. Riley's felt pretty bland and same no matter what option I picked. I still think it's a decent successor but it definitely was missing something. I'll for sure replay it again too and maybe dig around a bit more but yeah just didn't feel as deep. Oxenfree felt like an ocean, this game feels like a small pond in comparison.
The one part I prefer over the original is the musings on aging as an adult. Not just from Riley and Jacob, but for example the dialogue with Nick where he talks about the excitement of possibilities as a kid, and then one by one all the lights just turn off. It hit me hard as someone who has been experiencing that.
Same homie was having a TIME ahahaha
This.
And this.
I definitely felt like Riley and Jacob weren't particularly freaked out by the situation. The general feeling we get from them, regardless of dialogue choices, is "All right, let's do this and go home." Part of it is built-in in their characters: Riley is a stoic ex-military, and Jacob is a believer who already knew about the whole thing. And the supporting characters are either causing the whole situation or hearing about it from a safe distance. Contrast this with the original, which had five kids with wildly different personalities and worldviews, and some history between them (one holds a grudge, one fancies the other), directly involved with the horror story and reacting in distinct ways. A world of difference.
Those are achievements, by the way. One, which I didn't unlock yet but I've read about it, is utterly ridiculous. It involves Charlie and the high school help line host girl (you might have noticed a character listed in the credits as "Maria"; that's who she is).
The other I just see it listed as "He Sounded Familiar: Talk to a young radio enthusiast", but apparently nobody has achieved it yet.
Agreed especially with the last part. The bit about the lights really hit me hard.
He was playing Dredge, basically. :)
I liked that, too. There are some great dialogue moments in the script, for sure. There was one by (I think) Jacob that struck me but now I forgot. I'm going to write some of them down at the next playthrough. I'll wait for some of the more obscure achievements to be solved by the community first. I already know I'll need an entire playthrough just to unlock the stupid Maria achievement.
I'm watching Welonz's playthrough on YouTube, and I noticed Jacob saying Olivia's parents have died 4 years prior. I'm 90% sure Olivia says at the end they've been dead since two years. Either I've misheard that, or there's an inconsistency there. I don't buy Jacob could misremember a local event from two years ago, missing the mark by two extra years.
I actually didn't think about it but this is I think 1000% what threw me off a bit with them I think. They are like unphased sounding even in the dialogues where they're talking about being a little freaked out. I do get it given their past but also even the instances Riley has clearly with HER CHILD she still seemed...unphased? Like I fully expected she'd say something about it being like "I think it's my kid?" Like clearly that's some sort of future of yours in some timeline and you are just like "idk just seeing some kid"?
Wait also really? They seemed so...unimportant lol