• Oxenfree 2 Finds Clever Ways to Expand the Series’ Intriguing World

    There was something quite special about the original Oxenfree. Night School Studio’s walk-and-talk adventure game lets players uncover the mysteries of Edwards Island, fall for (or be sassy to) its ensemble cast of characters, and make plenty of dialogue choices along the way as things got creepier and creepier.

    Thanks to a hands-off preview session with Oxenfree 2, the sequel isn’t looking to break what isn’t broken. Instead, it seems the developers, nearly all of whom are back from the original, have found clever ways to deepen the base of Oxenfree’s world and spin it out into surprising new attempts to break our brains a little, and introduce some endearing new characters to boot.

    Oxenfree II is set in the same world as the original, but focuses on a brand new cast, with players taking on the role of environmental researcher Riley. She’s come back home to the town of Camena to figure out why electronic equipment is being affected by strange radio signals. Unsurprisingly, Camena isn’t that far from Edwards Island, and the supernatural events that begin to unfold over one night threaten this charming coastal town.

    A new cast doesn’t mean your time with the original Oxenfree will be for nought, whether you played years ago, revisit before the sequel, or are just picking it up now. There will be plenty of acknowledgements to the first game’s story, and in fact, the developers have even been updating the original Oxenfree on PC with new audio clips that help bridge the story of this sequel’s villains, Parentage, with the original game.

    But the focus seems to primarily be on Riley’s story. Her confident tone, mixing a bit of snark with an undertone of warmth, fits right at home in Night School’s chatty world. The first game’s dialogue blended West Wing-paced chatter with Veronica Mars-esque wit, and though these characters are older, that blend still feels right at home as Riley and her friend Jacob explored Camena in the section of gameplay I saw.

    At the end of the day, a game like Oxenfree will live or die by how charming, or at least interesting, these characters are, particularly given that players are constantly making dialogue choices. Thankfully, Oxenfree II seems to continue to nail that tone of realistic, casual conversation that Night School excelled at in both the original and Afterparty, and Oxenfree II looks to make the player’s choices matter even more this time around. A small example we saw involved Riley trying to cross an ultimately un-jumpable gap by, well, jumping it, falling to a rock a little below. Jacob takes a much safer route, climbing down a rock wall to help her back up. Even a small decision like that could lead to new permutations in conversation, and I’m fascinated to see how scenes can play out differently, as a moment like this was something emblematic of what the developers strove for in the sequel.

    “It was definitely an initial goal of ours: we wanted more choices that aren't dialogue-based. We wanted you to be making choices with your physical decisions about what you're doing and how you want to go about that,” Studio Lead Writer Adam Hines told IGN. “It also pushed us to design the environments in ways that would allow those types of moments to actually occur. There's very few times when there's just one path to get up or down. You always have more forks in the road and more micro-choices on how to get to certain spots.”

    Another particular highlight demonstrating the relatable nature of the characters came when Jacob and Riley played a game in which they told each other a story word by word.

    I love moments like that, and have in Night School’s past games, so if the team can continue to deliver those personal, witty scenes like they do here, I can’t wait to see what else we might discuss while exploring Camena.

    That little game, more importantly, stems from a character beat – Jacob is pretty freaked out by everything happening, and the game helps to calm his nerves. It’s so key for moments like that to not feel kitschy and to be rooted in who these characters are, and it made me appreciate the scene all the more. I guess it’s also worth mentioning that Jacob was nervous because, well, he and Riley had ended up in 1899.

    Gotta Go Back in Time

    You see, time tears have started opening up around Camena. They’ll allow Riley and her companions to journey through time to a point that will hopefully offer some assistance in their journey. In this case, the duo, while venturing through the tunnels that spread all throughout Camena (a surely handy exploration device for a world the developers estimate is about 2.5-3 times bigger than Edwards Island, though they noted players shouldn’t necessarily expect a sequel that’s three times as long to play), discovers a time tear that brings them back all the way to 1899, back before the mines were abandoned after a major collapse. Thankfully, in this time period, there’s a working elevator that, through a bit of quick puzzle solving, Riley and Jacob get moving in order to help them reach another time tear and return to their point of origin. There’s only one problem – they’re trying to pull off this bit of platforming and puzzle solving as the mines are, indeed, crumbling around them.

    I’m certainly a sucker for interdimensional rifts, and while Oxenfree is using them on a much smaller scale than, say, Ratchet and Clank, it seems no less integral to Oxenfree II’s story. Not only does it allow for a game so focused on its characters and location to deepen our understanding of those facets in ways that just couldn’t be done on a standard timeline, it also lends some appreciable grey area to Riley’s actions. Did her and Jacob’s meddling happen to cause the mine collapse, or did they just happen to be in the right place at the wrong time? I hope Oxenfree II doesn’t necessarily answer questions like that – it’s the type of time-loopy rabbit hole a story like this allows for, and I love the potential this one sequence promises.

    The time tears are as exciting a potential route to explore as a player as they seemingly were to develop. “In the first game, the lion's share of choice and interaction came through dialogue… but these time tears have become something really exciting for us, because it is the type of thing where, as the night degrades and as things are breaking down, all of those spaces that you're seeing will have some new things that pop up inside of them that change contextually based on where in the night the game is,” Studio Lead Sean Krankel said.

    “You can conceivably go explore most of Camena and then come back to a space that you're in and things will have been changed a little bit,” he continued.

    This time tear is one placed along the main narrative path, and while the tears will certainly come into play there, players can expect to find some of them, as well as other sidequest opportunities throughout Camena.

    “[Time tears] are definitely not all directly tied to the exact story that you're going through now,” Hines explained. “A lot comes out of the walkie talkie side quest that you can encounter and choose to do. Those side quests will all be roughly related to the event that's happening in the night, but the people's specific problems go off in wild and weird ways that you have to sometimes go around the beaten path to solve.”

    But my introduction to time tears also represents a scene coming about an hour or so into the sequel’s story that feels bigger than most of what the original Oxenfree could pull off. Years later, Night School seems to have learned plenty about how to bring these characters and this world to life, not just in terms of the obviously improved character model fidelity, but in the complexity of sequences that also retain the haunting, beautiful art style of the original.

    And it’s not just the scale that seems to be a focus for Night School; the more expansive size of Camena doesn’t just make for a bigger world – it lets Night School fill the town with more interesting objectives, side quests, and more. The demo showed a couple of ways in which the developers are pulling this off.

    The first is the use of a walkie-talkie that not only allows for a wider group of characters to interact with the player wherever they are in Camena, but also gives the player agency in initiating conversations, whether to remind them of side quests, or learn more insight into characters along the way. It’s a nice bit of expansion to Night School’s underlying theme of choice – not only do you get to choose what to say in conversations, now you have a bit more choice in when you want to talk to some characters.

    “Having the walkie talkie in there and allowing the player to start conversations with people that aren't on screen, with characters that they've met and want to tag in with and see how they're doing or ask for advice or something, was a big nut that felt great to crack, the ability to start a conversation to drive it in the way that you want to,” Hines said.

    Additionally, movement and exploration has been expanded thanks to the inclusion of a rope players acquire early in the game. Riley having an ex-military background gives some plausibility to her more adventurous leaning, and players can rely on that skill and the rope to navigate to bits of Camena you wouldn’t otherwise be able to reach. It doesn’t suddenly transform Oxenfree into a twitchy platformer, but it again offers the player more choice, and, just as importantly, more methods of satisfying their curiosity about what secrets Camena holds.

    “There's absolutely more traversal built into the design, but it's not heavy platforming and double jumps and swinging across things,” Krankel explained. “It's more about wanting the player to parse out the map differently and not just feel like they're pressing from left to right and talking.”

    My short time seeing Oxenfree II certainly indicated that there’s a lot more than just walking left and right and talking. As Night School noted, Oxenfree isn’t transforming into some unexpected genre, unrecognizable from its predecessor. Instead, it’s aiming to deepen the promise of player agency and choice within an authored world and story, and do that in ways that extend beyond choosing dialogue options during a conversation. I, of course, still need to play Oxenfree II, and see how that sense of choice extends to the full adventure, but the promise of its expanded potential seemed clear in just this brief section. I hope the rest of Camena is just as memorable a place to explore.

    Jonathon Dornbush is IGN's Senior Features Editor, PlayStation Lead, and host of Podcast Beyond! He's the proud dog father of a BOY named Loki. Talk to him on Twitter @jmdornbush.

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    Horizon: Forbidden West’s Aloy Gets Stunning New Statue

    While Horizon: Forbidden West is still months away from release, Dark Horse Direct is giving fans something new to drool over. IGN can exclusively reveal the first images and details for Dark Horse's upcoming Aloy statue, inspired by the heroine's new look in the sequel.

    Check out the slideshow gallery below for a closer look at this extremely impressive collectible:

    The Aloy statue was sculpted by PureArts, whose video game resume also includes Assassin's Creed, Dark Souls and Cyberpunk 2077. The statue is cast in polyresin and designed at 1:6 scale, measuring roughly 11 inches tall and 10.75 inches wide. Here's Dark Horse's official description for Aloy:

    Wielding her iconic Hunter Bow and Spear, Aloy is at the ready to restore order and balance to the world! With every care and consideration put into the smallest detail, you can feel the movement from the flow of her hair and clothing down to the impending strike of her spear.

    Aloy is limited to 2000 pieces will be sold exclusively through Dark Horse Direct's website. It's priced at $399.99 and is expected to ship between July and September 2022.

    Horizon: Forbidden West is slated for release on February 18, 2022. For more Horizon news, learn how the game's gear will provide Aloy with new skills, and make sure to check out our comprehensive rundown of (nearly) everything we know about the game so far.

    Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

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    Ethereum Cryptocurrency Arose Out Of Creator ‘Crying Himself To Sleep’ Over World Of Warcraft Nerf

    Ethereum, the decentralized, open-source blockchain, appears to have arisen in part due to the creator "crying himself to sleep" over a nerf to the Syphon Life spell in World of Warcraft.

    As spotted by Polygon, Vitalik Buterin, the Canadian-Russian programmer credited with the development of Ethereum back in 2013, says that he first realised his concerns surrounding centralized services during his time playing World of Warcraft in the late 2000s.

    "I happily played World of Warcraft during 2007-2010, but one day Blizzard removed the damage component from my beloved warlock's Siphon Life spell," reads Buterin's about.me bio. "I cried myself to sleep, and on that day I realized what horrors centralized services can bring. I soon decided to quit."

    Following his decision to quit WoW, Buterin explains in his bio that he then went on to discover Bitcoin and became more and more interested in the realms of cryptocurrency. In 2012, following spells working at a Bitcoin Magazine and a brief period studying at the University of Waterloo, the programmer ceased his studies and set out in search of his purpose.

    "I went around the world, explored many crypto projects, and finally realized that they were all too concerned about specific applications and not being sufficiently general," says Buterin in his bio. "Hence the birth of Ethereum, which has been taking up my life ever since."

    While an amusing anecdote, it appears the links between Warcraft and the Etherium blockchain largely end there. Despite the fact that World of Warcraft itself does actually contain a faction known as The Ethereum, it appears that this was not the inspiration for the name of the similarly titled blockchain.

    As reported by the New Yorker, Butekin referenced the naming process for Ethereum during a white paper he wrote in November 2013. “I was browsing a list of elements from science fiction on Wikipedia when I came across the name,” he said. “I suppose it was the fact that [it] sounded nice and it had the word ‘ether,’ referring to the hypothetical invisible medium that permeates the universe and allows light to travel.”

    For more from the staggering world of cryptocurrency, make sure to check out this stomach-turning article about a programmer who had $240 million of Bitcoin locked on a hard drive and only two password attempts left to access it.

    Jared Moore is a freelance writer for IGN. You can follow him on Twitter.

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    Squid Game Script Was Rejected for 10 Years

    While Squid Game might be on track to become Netflix's biggest ever show, the Korean drama was previously rejected by local studios for a decade before being picked up by Netflix.

    As reported by the Wall Street Journal, creator Hwang Dong-hyuk first thought up the idea for Squid Game over ten years ago. At the time, the film director and screenwriter was living with his mother and grandmother and had to halt on scriptwriting at one point as he was forced to sell his $675 laptop for money.

    Local film studios rejected pitches for Squid Game, believing the concept to be "implausible" and "too grotesque". However, the show was finally picked up by Netflix, who thought that the class struggles depicted in the show "spoke to reality".

    Hwang said that the effects of the COVID-19 pandemic only exacerbated a disparity between the rich and the poor. “The world has changed,” he told the Wall Street Journal. “All of these points made the story very realistic for people compared to a decade ago.”

    Early indicators for the show estimate that Squid Game could be on track to become Netflix's biggest TV show ever. For the US streaming service, the show's sudden popularity could be interpreted as vindication of the company's recent decision to invest in Korean content. Netflix told the WSJ that it had invested about $700 million in Korean films and television shows between 2015 to 2020.

    IGN recently reviewed Squid Game where we gave it a 9/10, calling it "one of the most exciting series to hit Netflix in some time." We praised the show for its ability to make its audiences squirm and for being "one of the most unique things you’ll watch this year". For those looking to get into the show, however, you may want to choose your options wisely, as one set of English language subtitles is reportedly more accurate than the other.

    Jared Moore is a freelance writer for IGN. You can follow him on Twitter.

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    Squid Game Season 2 Might Not Be About the Contestants

    Squid Game creator Hwang Dong-hyuk has spoken about his ideas for a potential second season of the hit Netflix show, revealing one possible focus for the next chapter.

    In an interview with The Times, Hwang revealed that he had already been thinking about how Squid Game's story could possibly evolve beyond the nine episodes of the first season, which first arrived on Netflix on September 17. He suggested that, if a second season is greenlit, then he may shift focus and further explore the role of the Korean police.

    "While I was writing season one, I thought about the stories that could be in season two if I get to do one — one would be the story of the Frontman," Hwang said of one of the show's most complex characters, The Frontman, played by Lee Byung-hun, who is a former cop and one of the masterminds behind the game.

    "I think the issue with police officers is not just an issue in Korea," Hwang added. "I see it on the global news that the police force can be very late on acting on things — there are more victims or a situation gets worse because of them not acting fast enough. This was an issue that I wanted to raise. Maybe in season two I can talk about this more."

    While the ideas are starting to formulate, nothing firm has been decided about a second season of Squid Game just yet. However, Netflix's global TV head, Bela Bajaria, told Vulture that they're excited about the prospect of continuing the dystopian drama and they're willing to work around Hwang's schedule to make it happen.

    "He has a film and other things he's working on. We're trying to figure out the right structure for him." Bajaria noted, demonstrating Netflix's willingness to be flexible for Hwang's creative process in recognition of the fact that she knows he's a person that likes to collaborate with "other writers" who might also work on the project.

    It's not surprising that talk of a second season of Squid Game is already in the air. The debut season of the South Korean survival drama is on track to become Netflix's biggest TV show ever — if the early viewership figures hold. Its growing popularity has even started to expand across different mediums, with fan-made games popping up all over Roblox.

    If you happen to be coming into the series with fresh eyes and you're relying on translations to follow the story, you might want to consider watching the episodes with the proper "English" subtitles turned on rather than Netflix's closed captions, so you don't lose the nuances of the script and the twisted, colorful competitions that dominate the show.

    Adele Ankers is a freelance writer for IGN. Follow her on Twitter.

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