EDGE

Afterparty

PC, PS4, Xbox One

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The constant flippancy means the stabs at sincerity don’t land and would-be moral choices feel meaningles­s

Developer/publisher

Night School Studio

Format PC (tested), PS4, Xbox One

Release Out now

As Sartre once noted, hell is other people – especially at a party where you’re the only sober one. Afterparty’s setup is a peach: two highschool graduates unexpected­ly find themselves in the underworld and have to outdrink Satan to earn their ticket back to the land of the living. But in practice, it’s like being dragged against your will into a conversati­on with a loquacious lush. If Night School’s goal was to prove that being drunk can be intensely irritating to others – the game’s stance on booze culture predictabl­y boils down to ‘everything in moderation’ – then job done. If nothing else, you’ll have newfound sympathy for designated drivers, because here you’re effectivel­y put in that role, and it really isn’t much fun.

Like a brief moment of lucidity from a garrulous barfly, there are occasions where it suddenly all makes sense. Oxenfree’s dialogue system, making a welcome return here, is lent an extra frisson by alcohol, which flows freely in these purgatoria­l dives. You’re offered a wide selection of tipples during your extended pub crawl, and many have different effects: one might make you flirty, another will have you making terrible jokes or talking like a pirate, a third will simply provide you with Dutch courage. And so you press the right bumper or trigger to take a swig and, inhibition­s loosened, you’ll have an extra dialogue option – albeit rarely to any great consequenc­e. The lines can be funny, but to deliver them you have to put up with a bog-standard ‘drunk’ effect, as the screen blurs and sways, fuzzing up the outlines and the text. There’s an in-fiction excuse for the immediacy of its influence – Hell’s booze is more potent than your Earth drinks – but the effect is mildly annoying. You find yourself weighing up whether it’s worth an amusing but ineffectua­l interjecti­on for the sake of making everything look worse.

Not that the place is much to look at. Again, you’re exploring a three-dimensiona­l world on a 2D plane, and while it’s busier, the environmen­ts are no substitute for Oxenfree’s watercolou­r backdrops; the characters, too, don’t stand up well to the scrutiny of Afterparty’s closer camera. There are some winning details – the ‘elevators’ that take you past the queues leading up to Satan’s party are cages carried by flying demons – but with flat lighting and weak sound design it’s desperatel­y lacking in atmosphere. It doesn’t help that characters regularly clip through one another, while you’ll end up chatting to NPCs who are off screen if you’ve not walked over to the right spot. Three times we reach an exit before a conversati­on finishes and the button prompt to leave vanishes, convincing us we’ve gone the wrong way. These might seem like minor problems, but then for long periods walking and talking is all Afterparty has.

Most of that comes from our two heroes, Milo and Lola, played by Khoi Dao and Janina Gavankar, the latter’s performanc­e perhaps the game’s biggest asset.

Afterparty spends plenty of time discussing their difference­s (he’s nerdy and shy, she’s more worldly and cynical) yet much of their dialogue is interchang­eable. Still, if they aren’t really familiar with the notion of a comfortabl­e silence, they both have a nice line in companiona­ble snark, the kind you can only get away with when you’re truly close to someone. The rest, including old Luke himself, aren’t afforded nearly so much screen time, nor character developmen­t. Perhaps the largest role among the supporting cast belongs to Ashly Burch as Sam, your taxi driver between the islands of this underworld archipelag­o – and whose cab chatter sounds much like Chloe Price if she did her dissertati­on on the history of Hell. These exchanges rarely add anything enlighteni­ng or thematical­ly relevant, beyond proving the writers did their research.

Sam isn’t the only one with a little too much to say. Afterparty never knowingly uses five words when a couple of hundred will do; the underworld, it seems, is in dire need of editors. And while plenty of jokes land, the constant flippancy means the stabs at sincerity don’t land and would-be moral choices feel meaningles­s. Despite all those words, not enough of them are used to properly contextual­ise your choices, which tend to involve damning someone to a terrible fate so you can get closer to getting out. It’s an easy choice – whatever gets you through, basically – and it’s unclear whether there’s an alternativ­e once you’ve committed to a course of action. Either way, Afterparty simply doesn’t give us enough of a reason to care.

Yet it does its best to make us feel bad about it anyway – largely thanks to Wormhorn, a manifestat­ion of the pair’s personal demons whose sole purpose is to play on their doubts. Every so often, you’ll be spirited away for a performanc­e review, in which she’ll lecture you about your bad choices. Credit must go to Erin Yvette for making a deliberate­ly annoying character so thoroughly infuriatin­g. You’re usually afforded the gratificat­ion of a two-word response, but each time she returns we sigh in exasperati­on. We’re in Hell, we know, but this is surely the most irritating way a game has let us know our choices are having an effect.

If the journey is rambling, the destinatio­n comes close to making it all worthwhile. A subplot that’s been bubbling under comes to the boil, prompting some soul-searching. Yet even as Afterparty explores the role proximity and circumstan­ce play in friendship­s, and how personal insecuriti­es can widen any cracks in that bond, we remember Night In The Woods doing much the same, but far more succinctly. It ends on a high, with a fantastic closing zinger that’s almost worth an extra mark on its own. As for a return trip to Hell to see how alternativ­e choices might have played out? It would have to freeze over first.

 ??  ?? ABOVE Milo and Lola might always order the same drink but they don’t agree on everything; sometimes a choice determines who you play during the next segment. Either way, control regularly switches between the two.
ABOVE Milo and Lola might always order the same drink but they don’t agree on everything; sometimes a choice determines who you play during the next segment. Either way, control regularly switches between the two.
 ??  ?? LEFT The rare silences are usually filled with posts from Afterparty’s in-game social media platform, Bicker, where you’ll find many of the best gags. One NPC was sent to Hell because their karaoke song of choice was Snow’s Informer
LEFT The rare silences are usually filled with posts from Afterparty’s in-game social media platform, Bicker, where you’ll find many of the best gags. One NPC was sent to Hell because their karaoke song of choice was Snow’s Informer
 ??  ?? BELOW Plenty of thought has gone into the look of the various drinks and their accompanyi­ng blurbs, though whatever your poison the results are broadly the same
BELOW Plenty of thought has gone into the look of the various drinks and their accompanyi­ng blurbs, though whatever your poison the results are broadly the same
 ??  ?? ABOVE An early quiz asks you to make gut calls on behalf of characters you don’t really know yet. Your decisions here will be referenced later, albeit mostly so Wormhorn has something else with which to tease you
ABOVE An early quiz asks you to make gut calls on behalf of characters you don’t really know yet. Your decisions here will be referenced later, albeit mostly so Wormhorn has something else with which to tease you

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