What if Hell were really just a place like any other? The idea behind
Afterparty seems ludicrous at first, but the more you think about it,
the more plausible it seems. Here, humans and demons meet up in bars
during their off-hours, unwinding with a nice glass of colourful acid
before returning to a long day of torture. It's another world with a
touch of the familiar - like putting Starbucks on the moon.
Fittingly,
the first thing best friends Milo and Lola see of Hell is a sports bar
populated by demons. The pair soon realise they're dead, with no memory
as to how they died or why they ended up in the fiery pit in the first
place. Being late for their torture assignments provides the two with a
chance to escape the Underworld unharmed - apparently all anyone ever
does in Hell after hours is party, and Satan more so than any of them.
Outdrinking the Dark Lord thus becomes the name of the game.
Just
as developer Night Moon Studio's previous game Oxenfree wasn't just
about escaping a haunted island, Afterparty isn't just about drinking
demons under the table. It's the classic tale of Orpheus and Eurydice
turned on its head - to escape, the heroes have to take an uncomfortably
close look at themselves and each other.
What
begins as a laugh-out-loud funny examination of the inherent
awkwardness of partying with strangers slowly made me shiver with unease
as Milo and Lola are confronted with their fears and inadequacies.
Through all that, Afterparty chips away at the fourth wall, making you
uncomfortably aware of how games tend to reward you for losing your
inhibitions and doing terrible things in the name of winning and
completing the quest. It's an approach that works well, but it can be a
bit too on the nose, especially when towards the end, the game really
starts pushing for you to reach the good ending by breaking its own
rules.
I have a hard time deciding whether or not I'm glad that
drinking and social media don't have as big of an impact on gameplay as I
initially assumed. At each bar you visit you pick from a selection of
various drinks. Being drunk unlocks an extra dialogue option, but what
drink you pick doesn't matter, and often enough you get by without
acting out, though it sure is awkward fun to let alcohol turn your
characters into pirates or a raging psychos. Bicker, Hell's version of
Twitter, is also mostly there for flavour, in all of its hashtag-filled
glory. Hell is a lush cross between the rocky, lava-filled place we so
often imagine it to be and a neon-coloured theme park fever dream. Each
of the suburbs and bars you get to visit is full of character, and I
often found myself stopping just to stare a bit.
This is a narrative adventure first and foremost, even though I spy
an effort to introduce some variety with simple drinking games such as a
dance off and beer pong. Each character feels vibrant and real thanks
to Night School Studio's knack for natural dialogue, and it's delivered
with flair. Controlling both Milo and Lola takes some getting used to,
but their dynamic cleverly encourages replaying the game: at certain
points in the story you go with either Milo's or Lola's plan, so in
order to see the alternate route you should play Afterparty at least
once more. It's worth it for the unexplored dialogue options alone.
What
I didn't expect was for Afterparty to hit as close to home as it did.
For Milo and Lola, Hell is a never-ending party, full of the social cues
they could neither seem to escape nor figure out in life. Whereas Milo
tried his best to fit in and was just too soft and awkward to escape the
bullying and become one of the cool kids, Lola turned standoffish and
cynical.
Over
the course of Afterparty, the duo's personal demon unearths the various
hurts both of them are carrying. Here too, I found the mirror turned
against me: the expectation that your life finally begins as an adult,
allowing you to blossom from being an awkward nerd to an independent
spirit, when really "all you become is depressed and start posting on
social media how it's okay to be depressed." The siblings who start
asking when it's your turn to marry, and the pressing question in the
back of your head of what happens if you don't work this out in time,
whatever "this" is. As harsh as the reality Afterparty showed me was, it
also made me feel seen and understood. It's marvellous that by simply
articulating a problem, the story of two fictional characters made me
feel less alone, and that is the biggest compliment I can pay it.
While
I love nothing more than Night School Studios' deadpan humour,
Afterparty, like Oxenfree before it, really resonates with me in the way
it portrays relationships, both between characters and in a wider
sense. They take effort, and they can hurt, and sometimes we're all just
lonely together, but we're never truly alone and we still have time to
figure this out, even if it takes a lot of alcohol to get there.
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