![]() ![]() 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. 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. We thought this story was so complete and we knew exactly what we had made and were proud of it and wanted to pivot. ![]() Yeah, I mean right after Oxenfree, we were not in a place where we wanted to, actually. Paste: How the hell did you come to the conclusion to finally do Oxenfree 2 ? This interview has been edited for length and clarity. 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. 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. Fortunately they only have a few days left to wait. 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. 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. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |