In the case of Oxenfree, the evil the summoned by a radio. In “The Ring,” the horror is manifested by a video tape, and in “Hellraiser,” the horror comes from that creepy puzzle box. Realizing that they must tune directly into the source (passing over into the ghost world), they have one shot at gaining their freedom before sunrise.Īlso common in horror is the trope of summoning “the unexplainable” by manipulating a physical object, like reading from a book or playing with a device. The key to stopping them and trapping them back in their plane of existence lies in Maddie Adler’s – who passed away just days before the group made their way to the island – notes. From there, Alex and Jonas must find the others and come up with a plan to stop the ghosts from possessing everyone’s bodies. Once inside, Alex uses the radio to trigger a major anomaly – a portal opens and, shortly after, scatters everyone around the island. Jonas proceeds further into the cave, and Alex must follow him. One of them, Ren, wants to show his friends the “cave anomalies,” which are triggered by tuning into a radio station while standing at specific points inside the cave’s mouth. Here, five teenagers stay on an island after dark. Oxenfree is devoid of gore, taking a hard supernatural approach instead. Horror films of the ’80s are well-known to have this same plot progression or something very similar – “A Nightmare on Elm Street,” “Cabin in the Woods,” and “The Evil Dead,” to name a few.
While the specific details of Oxenfree story tell a unique story, the major plot points are those that have been used in many horror films: teens go away to party scary things start to happen teens discover information that will help them fix the problem teens follow the information things seem to be fixed, but a twist at the end tells the audience it isn’t. In order have that revenge, they need to capture the souls of innocent people – sacrifice. They are seeking revenge for transgressions of the past. The ghosts in Oxenfree are angry because they feel they died for nothing and were forgotten soon after – angry because their lives should have meant something.
Speaking of opposing forces…while some motives of the monsters or villains are not clear, usually they are driven by revenge. Sacrifice plays into the inherent chaotic nature of horror and can be present whether or not the motives of the opposing force are clear. It the player chooses to have past events unfold in Alex’s life as they were meant to, Michael will remain dead at the end, but Alex will have Jonas in her life. If the player creates a situation in which Michael never died, Jonas will no longer be a part of Alex’s family and life. While the player has the choice to literally sacrifice Clarissa to the ghosts, there is no way to keep Jonas in Alex’s life and have Michael back at the same time. How calm and reassuring can they be while scared out of their minds? What hard choices will they have to make? Will the protagonist isolate herself from the rest of the group because of the choices she makes? Isolation is a common theme in horror because it evokes fear if a character is alone, they are more vulnerable physically and psychologically.Īlong with isolation, there is an underlying theme of sacrifice that becomes evident at the end of the game. While the teenagers of this game willingly placed themselves on an island with no reliable means to leave until morning, the events that unfold will test their relationships to one another. Like the majority of horror movies, Oxenfree explores the theme of isolation, both in a literal sense and in an interpersonal sense. SPOILERS AHEAD – Do not read if you have not finished the game. Three-dimensional characters, clever and economical game mechanics, and multiple realistic endings – this game is proof that the horror genre isn’t just far from dead it can be revitalized.
It builds on teen movie horror tropes in a way that doesn’t feel clichéd, mostly due to the medium in which it was created. Oxenfree draws from classic horror films, carefully balancing a story that is both character-driven and plot-driven and catering to player agency with multiple endings.