Behind the Mystery of Oxenfree 2: Lost Signals
Oxenfree, a supernatural adventure game with a cast of relatable, realistic teenagers, was a cult hit when it came out at the beginning of 2016. That cult kept growing as the game won awards and was ported to more hardware, and now, over seven years later, fans are at a fever pitch for the sequel. Fortunately they only have a few days left to wait. Ahead of Oxenfree 2: Lost Signals’ release on Wednesday, July 12, I was recently able to sit down with Sean Krankel (Night School Studio‘s founder and studio director), Adam Hines (lead writer), Sara Hebert (community director), and Bryant Cannon (Oxenfree 2‘s director) to talk about the original game, what’s new in the sequel, and their status as a Netflix studio. Along the way we got to talking about how their past games informed the new sequel—a first for a studio known for inventing new worlds or novel takes on existing ones—as well as how they developed the visual language for the series’ ghosts and supernatural and more.
This interview has been edited for length and clarity.
Paste: How the hell did you come to the conclusion to finally do Oxenfree 2?
Sean Krankel: That took a long time. Yeah, I mean right after Oxenfree, we were not in a place where we wanted to, actually. We thought this story was so complete and we knew exactly what we had made and were proud of it and wanted to pivot. And so going to Afterparty, which was a very different game, very different tone, was in many ways the counter to what the first game was like in terms of the tone and the world. But during that time and during the subsequent work that we had been doing, I think we took a step back and were able to start to see what made Oxenfree special to us. Because when we made it, we didn’t know if it was, “Does it all have to be about Alex, or is it this spooky world that we’re in? Or is it just the vibes of it, or is it the quality of the storytelling, or is it the specific cast of teens butting up against each other?” And the further we looked at it and saw players looking at the game too and having themselves get reflected in their own playthroughs, we kind of took a look at that world of Oxenfree and said, well, Camena—which is the coastal town that you hear about in the first game but you don’t go to until the second one—and Edwards Island, which is where the first game takes place. And all of the strange supernatural events that are taking place there that essentially made Alex and her friends have to reckon with their own personal demons. That’s the thing. Like we could put anybody through that sort of machine and go, “Okay, they’re gonna have a new, unique, potentially life altering experience.” And I think that was like a big aha moment for us a few years ago where we were like, “What if we told another coming of age story, but for people who are further into life? You know, in their twenties or thirties. What are the types of things that they’re grappling with? And yet still inside of this very freaky set of rules that the first game had.” So it took a while, but yeah, that’s I think why we landed there.
Paste: How hard has it been removing yourself from having to write teenagers as you’ve aged up your cast in the sequel?
Adam Hines: I always have to be 10 years older than who I’m writing [Hines laughs] I honestly never, and we kind of as a studio, really think or talk about the characters in terms of how old they are. It’s always what they want, what they’re struggling with, what their obstacles in life are, and how to reflect that in the crazy story that we told. So honestly it wasn’t any bigger a challenge or needed other types of writing. We still approach it as people first.
Paste: How does the cast compare to the first? Oxenfree 2 has two protagonists, as opposed to a group of teenagers, and their boss Evelyn, who is on the walkie-talkie, but now there’s a cult as well as the ghosts that have haunted Edwards Island.
Hines: Yeah, that was one of the most fun parts about making this game, cause in Oxenfree we were limited to just the teens that went to the island. And of course the ghosts that make up the backstories you learned about and uncover and have to dig up. With this one, with the walkie-talkie mechanic, we were able to give you just a much wider breadth of people. The fact that you’re not on the island, you’re in the main town of Camena, means you’re able to bump up against what other people in the town are dealing with when this anomaly and supernatural stuff starts to happen. So on a walkthrough, you’re able to talk to way older people, way younger…you just get a lot of different perspectives and different personality types. And you can choose to be friends, choose to ally yourself with someone, choose to align yourself with them temporarily and get something from them. And it’s great to be able to just kinda pull out the walkie-talkie whenever you want to start the conversation based on what’s happening in the environments that you’re in, and get their perspectives on it and ask them what would they do here.
Paste: What else does the walkie-talkie add to Oxenfree 2?
Bryant Cannon: I mean the radio in Oxenfree, you were on a remote island, so you didn’t pick up any stations, but now you’re on the mainland, right? So there are a lot more radio stations to find. But also there are stories that take place on these radio stations now, there are characters you discover through these radio stations that you can find and interact with in different ways later on. So we just wanted to kind of deepen that element while adding these other, you know, ways to interact with the world with characters.
Krankel: I think conceptually we just like this idea of in the first game, everything was so kind of localized to Alex and the things that she was seeing—and we understood that the rest of the cast was out and about doing things here and there—but this one we really wanted to lean into that this was an entire town that has people being affected. That you may be doing something on one side of town with the understanding—with the walkie—that you can asynchronously be connecting with them, changed the design pretty dramatically. Especially because with the walkie, you can kind of jump in at any moment and call somebody, right? And then that cast continues to grow. Folks that you meet, you meet through that. So yeah, I think it just changed how we thought about the game spatially in a weird way. Like it changed the depth of interaction with characters.
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