Just make sure you revisit a plot synopsis of the first game, because it very much expects you to remember several specific things that happened in that game. When Oxenfree 2 leans into being a fun spooky adventure, it excels – even if the mythology gets a tad convoluted by the end. There’s a cult, another group of bratty teens, a whole heap of callbacks to the original, and some interesting characters on the other side of your walkie-talkie whose fates you have some control over. Although Oxenfree 2 took me longer to finish than the original, it somehow felt smaller, with only a few standout environments and a lot of repetitive landscapes to walk through.īut the real reason to play Oxenfree 2 is for its story, and it’s a pretty good one. There are, in total, two moments in the game that I would classify as ‘puzzles’, both of which involve traveling through ‘time rifts’ and interacting with the past, an extremely interesting and cool mechanic that is underused outside of these moments. Outside of all the walking and talking, Oxenfree 2 is pretty light on mechanics. There’s a feeling of real depth here, a sense that the developers really want you to play with this toy they’ve given you, even if it’s rarely essential to progress. The Oxenfree radio remains a thing of beauty – scanning through it to find something to listen to, or trying to figure out what exactly you’re hearing on a particularly cursed frequency, is a pleasure. You can pull out a radio at any time and tune through it to pick up smatterings of music, talk shows, or ghostly wailings, and this time you have a walkie-talkie too, which is used in some neat optional side-quests. As in the first game, you explore the map by navigating 2.5D paths, occasionally solving very light puzzles or finding yourself lost because the map isn’t very granular (this is intentional, as needing to learn to orient yourself and navigate your way around the island is one of the game’s pleasures).
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