Life is Strange, Night in the Woods, and Oxenfree form sort of a holy triangle of “young woman returns to a place from her childhood, has a complicated growing-up adventure, and has to fight a frightening supernatural force” game stories. They have common ground not just in their themes but in their wonderfully gothic small-town settings, all three of which serve as fantastic landscapes not just for the player to explore, but to heighten the tension and atmosphere and make the characters’ journey more vivid. Each protagonist is in a liminal time of their lives, caught between childhood and adulthood—Alex of Oxenfree and Max of Life is Strange being in their final year of high school, Mae of Night in the Woods being in her early twenties—and what better way to reflect this unsettling in-between-ness than placing these characters in an equally unsettling setting, where the past and the future symbolically collide alongside night terrors that are decidedly more literal?
A lot of love and work has gone into creating three-dimensional settings for these stories, places with history, complexities, and an effective dark undercurrent… almost making Arcadia Bay, Possum Springs, and Edwards Island main characters in their own right alongside the heroes navigating them. So what makes these settings work? What exactly makes them so spooky? And what makes them such good arenas for these stories about the terrors of growing up to take place? Continue reading