Preview: Bar culture and trying to outdrink Satan offers a hell of a time in ‘Afterparty’
“We wanted to do a game set in a bar.”
That was the origin of “Afterparty,” according to Sean Krankel, director at Night School Studio. The team behind “Oxenfree” knew that they wanted to do something revolving around drinking, but they didn’t have much beyond that.
It wasn’t until they looked at an antagonists and settled on Satan that the idea for the game started germinating. That’s how players will find themselves controlling two characters — Milo and Lola — and guide them through their underworld journey.
The best friends find themselves in hell with no recollection of how they got there. They believe it was a mistake, and as they’re processed through the underworld’s bureaucracy, they find a way to escape and find an afterlife loophole. They can get back to earth if they can outdrink Satan.
It’s a premise that echoes films such as “The Seventh Seal” but with more of the humorous overtones of Edgar Wright films and “Bill and Ted’s Bogus Journey.” It’s a fascinating take on the afterlife and drinking culture. It’s one that’s updated for the social media age and is filled with scenes that look familiar to many have survived their twenties.
Krankel said that one idea fed off the other. The original premise of a bar game pushed the developers into looking at games that economized space such as “Papers, Please,” but they soon realized that it was more fun to be a drinker rather than a bartender. That pushed them toward a bar crawl.
On the other end, the idea of a villain for “Afterparty” was brought up, and when the team pushed the idea of the ultimate bad guy, Lucifer, the world building of the project flourished. The title has players taking on quests and solving puzzles in a way that’s comparable to a point-and-click adventure game.
The only power that the two characters have is their ability to order alcohol and pound those concoctions. Depending on the type of booze, the imbibing opens up new dialogue options when talking to characters. It will allow Milo and Lola to find people illegally in hell. Think of med students who experiment with near-death experiences.
“Afterparty” is a title where players’ choices will have an impact on how the story unfolds. It’s not going to be branching narratives per se, but the project is built with modular story pieces. Milo and Lola will have call backs to quests they have done. In addition, choosing one quest means another may not be available.
Aside from those basic mechanics, the real core of “Afterparty” is the writing and relationship between Milo and Lola. The adventure has an offbeat humor. Milo is someone who’s uncomfortable in his own skin while his best friend for years, Lola, is confident but sarcastic. The two form a funny duo that takes a jaded look at hell and brings their own neuroses to the adventure.
Krankel says as the two venture further down the underworld, the humor gives way to some darker choices. All this leads to an adventure with multiple endings.
Ultimately, “Afterparty’s” success will hinge on its two protagonists and the world building of Night School Studio. If both are intriguing, then the title could be one that’s worth sticking around for.
“Afterparty” is scheduled for release on the Xbox One, PC, and PlayStation 4 on Oct. 29. It is also included on Xbox Game Pass.