Sunday, February 13, 2011

Playing God, or one of God's low-order subordinates. Also RTS's haunt my nightmares.

City sim games don’t generally evoke memories of mind-blowing graphics or death-defyingly cinematic action set pieces. They tend to appeal more to those with a slightly obsessive personality, who enjoy seeing things come to fruition over time. With this in mind, here’s a game you should be playing: http://www.mobygames.com/game/afterlife

If you were to go over Lucasarts’ nineties-era back catalogue with a fine-toothed comb then certainly you’d find long-established hit titles like Day of the Tentacle or the Monkey Island series, but you might also notice this little-known gem which (then) represented a radical departure from status quo for the studio. Afterlife is a high-concept city-building game which cast the player as a Demiurge (an all powerful deity only a few office floors down on the quantumdimensional being pecking order from God himself, in this case collectively represented by the mystically aloof Powers That Be from which the player receives periodically humorous directives throughout) tasked with the responsibility of building a fictional Heaven and Hell for the mortal denizens of an alien planet many many light years away, but with a society and beliefs very similar to our own.

You could find out all of the above from reading the Wikipedia entry, though – what you wouldn’t is that it’s actually fun. Sure, there’s quite a steep learning curve and a veritable barnyard of highly specialised gameplay mechanics and rules to get your head around - at points it resembles an RTS but without the offensively brutal combative edge that more often than not takes all the hard work you spent building fifteen Carrier battle groups, crinkles it into a ball with the density of a neutron star and stuffs it into the wastepaper basket. However, that just makes it all the more satisfying when you do actually manage to navigate the minefield of early-game money struggles and get a respectable little Hades or Elysium springing into being before your very eyes.

Most importantly, though, what Afterlife has which so many contemporary games these days are sorely lacking is a) a sense of humour, and b) a tendency not to take itself too seriously. It does everything with a flourish and an overall sense of savour faire created through its low-key wit, not least among which features the relentlessly charming banter between the two player adviser characters, Jasper the demon and Aria the angel. And to be perfectly honest, I think that’s the main thing that offsets the mind-numbing boredom that usually comes from playing a game such as this which requires excessive micromanagement, such as an RTS. Have I mentioned RTS’s suck recently? 

There's such a variety of blatant and subtle references and in-jokes strewn throughout Afterlife that you'll find yourself actually wanting to unlock more expensive buildings just to read the amusing little description texts that come with them. Anyway, enough out of me: go play it, if you can find a copy.

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