The game starts of really, really well with the same kind of teenage drama you saw in Life is Strange. The banter between characters worked really, really well and was the major thing that kept me captivated in the final hour or so of the game.
The moment where you use the radio to summon the Vetrex Space Ghosts was a true "what the fuck" moment where I was suddenly gripped with the fear that I didn't know if I'd done fucked up or what. Going into this game completely blind, I had no idea of this game was going to have failure states or enemies or choices or branching paths, and it's one of those feelings you so rarely get in games.
I was pretty happy to learn that Oxenfree was more or less just a point and click adventure game, because I really wasn't feeling the idea of having to run away from stuff or be faced with any sort of mechanical challenge. The dialogue system was just so engaging, and the characters were interesting and volatile, so I was happy that I could just explore that system fully instead of having to do any kind of mechanical speedbumpy thing.
I went to check up on Clarissa first after the shit gets wild, and I immediately had the feeling of "oh shit I fucked up" as everything happened in that military area. I still wasn't super sure what to make of the game's enemy, as it sure went full supernatural super fast. I'm glad the characters were 'aware' of this though, because it was kind of nice having the characters be on the same page as the player. Spooky future ghost submarine nuclear universe soul monsters? Cool, got it. Anyway, by the time I got to Renn(?) and sorted out his shit I think I was coming down on the game's premise a little. Game looses a lot of its momentum as it turns into this jaunty adventurey little thing, and it's completely charming no doubt, but I guess I was sucked so far into the stuff immediately preceding it that I really kind of wanted some more fucked up Until Dawn shit. Once the gang was more or less together, the urgency of the plot felt really, um, not urgent.
At some point I worked out there were stones around the map and started getting those thingies when I came across them, but the game had basically lost all of its horror-ness by this point and they felt just kind of quaint. Then you get the super radio, and find notes, and I got about half of them and decided that the content just wasn't really interesting. Then Mettaton comes out again and asks you to defuse some bombs lying around the environment and then I did some more radio puzzles and then a character said "you best be sure you don't want to find any of the other collectables because this is the point of no return" and I was like, okay, these collectables aren't the best and I'm four hours into this game and I never want to vertically scale a wall ever again, so let's go for it.
So, actually, I'll try and stop being flippant for a while (which isn't speaking to the game's quality I just got bored writing this two paragraphs ago), but I think what I like most about this game - the casual as heck goof troop teen dialogue - is the thing that completely robs the game of atmosphere in the back half. And, like, the very end of this game is kind of the prime example. These kids have gone through some fucking lovecraftian doctor who monster horror show and they're just like "woo boy that was some hot mess right there." Like, guys, I just necromanced my brother from the dead and the game only gives the characters about two minutes to ponder this before the credits roll. So, yeah, the ending felt really... sudden. Like, everything just... worked out. Except Daria hated me, but whatever, that character only existed for about 15 minutes in my entire game without being a little glowy eyed necronomicon goblin. And I guess I just... wanted more. I wanted more of the fucking terrifying stuff from the start. I wanted the angry submarine Vetrex triangles to be more of a threat instead of just being comedically inept at basically everything they attempted.