![]() As a result of this speechlessness, the dead are deprived of identity and reduced to helplessness and solipsistic isolation, in which the only way of expression is an infantile rage leading them to haunt the living, heedless of the suffering they inflict. However, the experience of dying is never expressed directly the motif of an underwater death implies the lack of oxygen which not only impedes breathing, but also makes speech impossible. The presence of the dead permeates the entire game like the fog accompanying the ferry to the island, the Hades of the Pacific Northwest. Edwards Island is itself haunted by the victims of a World War II submarine attack. Alex grieves for her late brother Michael, who drowned before the game begins. But these events stand for the more fundamental experiences of death and mourning. Even before reaching for the radio in the New Game Plus, she gets an impression that all this has already happened.ĭespite the epilogue-which, as befits a reassuring coming-of-age story, describes the future awaiting the brave teenagers as they enter their adulthood-the characters get back to where they started, forced to relive the traumatizing events of the game in an endless loop precluding any future. On the first playthrough, the characters will simply hear a reference to their ongoing trip to the fictional Edwards Island for a “yearly bash on the beach.” On a subsequent playthrough-when the player already knows that this bash will feature ghosts, trans-dimensional rifts, and temporal anomalies-Alex hears a new message from herself, as if broadcast from another time and another world, probably the world of the dead. Alex, the controllable character, is asked by her friend Ren to tune in to their high school station with her portable radio, which later will allow her to literally contact the dead. Weird, isn’t it? A mere recreational trip is framed as a journey of the deceased through thick fog to some isolated netherworld. In the first scene of Oxenfree, a group of teenagers travels on a ferry steered by a shadowy figure named Karen, an allusion to the mythical Greek figure Charon, who ferried the souls of the newly deceased to the land of the dead. This might be a piece of the puzzle we all have been missing for some time now.Bartłomiej Musajew tries to communicate things, or whatever. ![]() However, upon playing this game for the third time now, I have not come upon ANY scene where Nona is possessed inside the cave. ![]() The unknown person mentioned earlier is in fact Nona. If you wish to view this, skip to 1:46 on the first trailer released for the game. Just putting this out there to suggest there may be something more we all are missing. The scene in trailer looks to be as if someone were to noclip through the walls once entering the cave. However, scrolling through the feeds I have heard no mention of finding this person throughout the game. I was watching the trailer and noticed a scene near the end of the first one posted where Alex asks an unknown person "Does it hurt?" The person respons by glowing red, almost to assume that the unknown person is possessed. While most of the people who played this game and really enjoyed it (like myself) were sad over the ending causing a general loop over and over, I believe there is a secret ending.
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