Great game, that's however not a masterpiece. (I deleted my actual review by accident, super sad about it)

First time I opened Oxenfree I stopped after 2h, finished it the next day. And I tell you, I have troubles playing 1h or longer. It does a great job in hooking you in. Like a strong opening of a great show.

I dialog system just works so so so well and smoothly. It's crazy that no other game stole it yet. It feels like a real conversations. It flows, there's interactions, if you don't say anything it's not like everyone else is starring at you.

And the choices, the choices. Please give me more games where the choices feel so natural, and aren't a big obvious screen with two options. You're just playing, responding and at the end you find out that there actually was a choice. Just like in real life.

Story-driven games are my thing. I love narrative experiences. And this? This is so unique. It's such a good evolution of the genre. I played it years after premiere and I don't think there is another game like it!

Play it, learn from it. You'll have an amazing time.

An absolute masterpiece among video games. Great story, top notch technology, sinks you in for long hours.

The game design and the game idea is great. I can't imagine how to even start on such a complicated, interconnected game. It's genius, original, and novice. I had a great time and felt like I real genius every time I translated something correctly.

That being said, I find Level Design unnecessarily confusing. After 10h of playing, I was still getting lost in the maze of screens, and countless of times I knew where I need to be, but I simply didn't know how to get there. The walking takes way too much of gameplay time. Some screens seem to be there only for a filler in between, nothing more.

This game feels like a thesis with a failed experiment. The concept of the loop was certainly interesting and I'm happy somebody tried to execute it. It doesn't work as well gameplay wise sadly. It feels like a regular linear game with a linear story, in which you need to shuffle between few different quests. Just that sometimes you need to do exactly the same thing a few times.

The game does a good job in marking what you've learnt and where you need to go next, but then you can't mark a quest you've already completed. It means, that if you didn't note what you've learnt somewhere, or you had a break from the game for a bit, you will spend some time trying to remember what, where and when were you suppose to do, trying to find the hidden location spot around the whole map as well.

Mechanics are fun tho. The shooting feels great and I had a lot of fun killing Eternalists. It's a very solid game, but seeing it made, I don't think anybody will try to make a time loop game around a similar concept, it just doesn't work.

After finishing the game, I find myself thinking about it more and more. It's not perfect, no, but whenever I try to point out it's flaws, I keep thinking, what if that's how the developers wanted it to be?

I feel like I was there, at this station, without any goal. I feel like knowing what I'm doing there would make the experience richer. But what if this sense of wonder, not knowing what to do with yourself, was what I was suppose to feel?

The stories felt separate. Even though I was a part of grand events, very little of them affected other characters and came back at a later stage of the game. They didn't felt as grand in the big size of things. But isn't that how life is, we care about what is around us, just to find it unnecessary to others around, the life just goes on.

I felt like the character were shallow. I knew who they are, but not how they are. They were strange, trusting me straight away, I was helping them. But were they one dimensional, or were they just hiding a real self, so I can't use it against them?

I felt like all the help I provided I did not because I want to, but because it's a video game, and I simply have nothing else to do. But isn't it how the Sleeper feels on that station as well? Simply bored, doing whatever tasks others give him to do.

It was hard for me to tell, which quests lead to an end of the game. It got a bit frustrating, when some of them were on a time limit, and they made me finish the game before everything else was done. But isn't that how life is, we never know when we may leave, and there is always something unfinished, waiting for it's attention, not allowing us to move on?

This game made me think. Is it perfect? No. Is there a lot of room for improvement? Hell yes, and you can see developers listen to it, by playing an additional chapter - a lot of things missing from the main stories, are present there. But at the same time, I feel like a part of this world, and I can't wait for Citizen Sleeper 2, for another part on an existential dread.

As a rhythym game fan, and not so much action games fan, I thought I would bump off this title. However, on normal difficulty, the action element of it turned out to be pretty easy, and I had a lot satisfaction killing enemies to the beat. Sometimes the platforming sections felt too long for me - I was just waiting for the next fight to start. And when more classic rhythm sections were coming in, I felt absolutely badass.
Humor is a bit cringe, but the game knows it and uses it. And the art, absolutely unique. It's a first cell-shading game I actually like the looks of. Transitions to 2D cutscenes are seamless, and the the whole game plays like one long simple anime story. It has extensive after-game. I didn't try it, but people who want to master the system will have what to try.