Afterlife (1996)

Video Game
7.3
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Intriguing twist on the usual "Sim" games, this one takes place in the afterlife and the player is charged with designing and maintaining Heaven and Hell and making sure that the proper ... See full summary »

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Title: Afterlife (Video Game 1996)

Afterlife (Video Game 1996) on IMDb 7.3/10

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Cast

Cast overview:
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Aria Goodhalo (voice) (as Rebecca Arthur)
Milton James ...
Jasper Wormsworth (voice)
...
Additional Voices (voice) (as Steven Jay Blum)
Carrie Gordon Lowrey ...
Additional Voices (voice) (as Carrie Gordon)
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Storyline

Intriguing twist on the usual "Sim" games, this one takes place in the afterlife and the player is charged with designing and maintaining Heaven and Hell and making sure that the proper souls find their eternal reward or their eternal punishment or to their proper place for reincarnation. Failure to direct them to their proper place will find them wandering aimlessly into limbo never to be heard from again. Aiding the player are two helpers, heavenly helper Aria Goodhalo and your bedeviled aid Jasper Wormsworth. Written by Jerry Roberts

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The last word in sims.

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Trivia

In the demo version of Afterlife, a low grade gluttony punishment was named "Taco Hell". In the full retail version, the same punishment was called Taco Inferno. See more »

Quotes

[your advisors are explaining how to allow souls to reincarnate]
Aria Goodhalo: The way to get souls to the Karma Portals is with Karma Vehicles, which run on Karma Track and are dispatched from Karma Stations.
Jasper Wormsworth: Well... *that* sure clears everything up.
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Crazy Credits

At the beginning of the game, the standard man-shaped Lucasarts logo appears on the screen. The ground opens underneath the logo, and the 'Man' falls into it. A light appears from above, and the man, now with wings, flies upward. See more »

Connections

References Jurassic Park (1993) See more »

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User Reviews

Complex, but enjoyably so
24 July 2004 | by (United States) – See all my reviews

I figure since nobody has commented - not to mention that I'm going to be adding quite a few things to this - I figured I'd comment.

Afterlife is what I would consider a 'successful failure' - taken together, the concept is great, the execution is generally good, but when everything is tabulated, you can't help but think slightly poor of the overall product.

There are a great many positive qualities to Afterlife. I don't think the concept of SimHeaven and SimHell has been tried before or after this game, so doing it was a great starting point. To my knowledge, no 'Sim' game has since tried a bi-planar approach of running 2 'cities'.

The rewards and punishments are often funny and interesting, although Heaven's rewards typically seem blander than their Hell counterparts. Having played Black & White, and hearing development stories, I can perfectly understand the comparative difficulty of designing "Heavenly" things as opposed to Hellish things.

A great deal of the credit for the quality of the game has to be on the voice actors behind your angel and demon assistants. While Aria occasionally sounds like little more than a typical Angel, Milton James provides a solid voice for a demon that is not altogether demonic. Jasper personifies a working trait in this game - the Great Beyond not as some serious thing, but a simple business.

The humor in the game as a whole is excellent.

However, there are some flaws to the game, in general.

Most notably is the micromanagement system in the game. Buildings must be calibrated based on the type of souls currently occupying it, lest the building does not grow to larger, more effective buildings. To fix this, there are 2 options - either pay large amounts of money to auto calibrate, or personally calibrating thousands of buildings. With this and more, Afterlife is a game you'll spend a large amount of time at the slower speeds - the faster the game runs, the more difficult it is to keep track of a myriad of things.

Another flaw/benefit is in how the game treats both planes differently.

As you'd expect, Hell is supposed to be the Anti-Simcity: Less diverse, long roads, Bad Vibes, etc. The game is easier as time progresses, as natural Simcity ideals will benefit the improvements on it. If a ton of Bad Souls enters Hell, and expects to be punished for Green, putting a large amount of Envy punishments on the map is perfectly fine.

Heaven, on the other hand, wants small roads, diversity, and Good vibes. While this seems easy, it isn't. Eventually, your Heavenly assistant will complain that your Heaven is crowded, your roads are overtaxed, and your rewards are not diverse enough for proper growth. Heaven is most difficult when you're going broke trying to put diverse reward zones, and the game sends you 100,000 Good Souls who all want a single color reward. Either you lose money by not providing those zones, or never see them evolve from the most basic of buildings, because there's only 1 type of reward for miles.

That said, however, Afterlife is a rare, but extremely fun game.


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