Stuck in Adolescence: Oxenfree, Degrassi and the Importance of YA Games

I have a long history with Degrassi. While it isn’t my favorite TV show (boringly, that’d be an HBO stalwart like The Wire, The Sopranos or Deadwood), the venerable Canadian high school drama hits certain notes that other, more serious-minded shows don’t. It is, in its wonderfully earnest way, one of the best examples of young adult (or YA) fiction out there. I watched it religiously in high school, catching re-runs of the Junior High and High seasons long after they’d originally aired during the late ‘80s/early ’90s. The show was dated, but it was still easy to get absorbed in the travails of Toronto kids with fantastic haircuts and acid-washed jeans as they navigated issues like sex, drug addiction, abuse and bullying.
You’re only supposed to like Degrassi ironically because it’s incredibly, unapologetically melodramatic and features actors who, being teenage unknowns, usually haven’t yet internalized the value of underselling a performance. All the same, Degrassi, in its outsized style, captures the truth of being a teenager in a pretty remarkable way. It lacks nuance, sure, but that’s appropriate in YA fiction. When we’re teenagers, our problems are more confusing and difficult to process than they are when we’re adults. The YA genre speaks to its demographic by presenting its subject matter directly, preferring raw emotion to thoughtful implication. That’s its purpose and its charm.
Early on in Night School Studio’s Oxenfree, protagonist Alex ends up arguing with frenemy Clarissa as a round of their group’s truth and dare variant becomes uncomfortably personal (as truth and dare always does). Clarissa begins forcing Alex to talk about her dead brother, goading her into an area of conversation she’d obviously rather avoid on a night out with high school friends. As the scene plays out, the player guiding Alex’s responses by choosing dialogue prompts, it doesn’t seem possible that anything else in the game could be as important as their discussion. The game’s focus quickly shifts to the supernatural mystery that guides its plot, but it never loses sight of the power of this moment.
Oxenfree, like all good YA fiction, knows that anything else that happens during its story—the excitement of scares and metaphysical plot twists—is only an extension of how its young characters are dealing with their world.
It’s also the latest example of videogames’ exploration of YA. Though there are plenty of games starring teenagers, the 2013 release of The Fullbright Company’s excellent Gone Home is the real watershed moment for the genre’s use in games. Exploring the family home she’s just returned to after a long trip abroad, Gone Home’s player character Kaitlin pieces together family events that took place in her absence. Largely focusing on Kaitlin’s teenage sister Sam, Gone Home is a classic coming of age story, presented through household objects and notes. The narrative’s core is a heartfelt look at a young woman’s struggles with homophobia and familial acceptance. It’s powerful and sincere and a beautifully executed example of how to use the medium to portray the confusion and pain of a teenager in the process of forging her own identity.