When I care about a game’s characters I stop walking if they launch into conversations, because I’m afraid I’ll cross some invisible line that triggers more plot-critical dialogue to override it. What if I never hear the end of that Garrus story? Though I liked the talkative teenagers stranded on a spooky island in the original Oxenfree back in 2016, I never stopped walking to listen to them chat.
Partly that was because they’d return to important topics with seamless “like I