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Afterlife
Developer(s)LucasArts
Publisher(s)LucasArts
Designer(s)Michael Stemmle
Composer(s)Peter McConnell
Platform(s)Windows, MS-DOS, Macintosh
ReleaseJuly 1996[1]
Genre(s)God game
Mode(s)Single-player

Afterlife is a god game released by LucasArts in July 1996 that places the player in the role of a semi-omnipotent being known as a Demiurge, with the job of creating a functional Heaven and Hell to reward or punish the citizens of the local planet. The player does not assign citizens to their various punishments and rewards since the game does this automatically. Instead, the player creates the infrastructure (roads, zones for the various sins/virtues, reincarnation centers) that allows the afterlife to function properly. Players are accountable for the job that they do because of their bosses, The Powers That Be, check in from time to time. The player also has the assistance of two advisors—Aria Goodhalo, an angel, and Jasper Wormsworth, a demon. Aria and Jasper provide warnings when things are going wrong with the afterlife, and offer tips on how to fix the problems.

The game is very satirical, with various references to pop culture (such as a passing mention of a 'San QuentinScarearantino' or sending a Death Star to destroy buildings if the player cheats too much).

Gameplay[edit]

The primary goal of the game is to provide divine and infernal services for the inhabitants of the afterlife. This afterlife caters to one particular planet, known simply as the Planet. The creatures living on the Planet are called EMBOs, or Ethically Mature Biological Organisms. When an EMBO dies, its soul travels to the afterlife where it attempts to find an appropriate 'fate structure'. Fate structures are places where souls are rewarded or punished, as appropriate, for the virtues or sins that they practiced while they were alive.

While the seven sins are based on the seven deadly sins, only two of the seven virtues correspond to the seven heavenly virtues.

Sins:

Virtues:

Alternatively, players can choose to lay down generic zones for fate structures, that can house all souls of all types easily. However, these structures do not support as much population or are as effective as the single virtues/sins, and are more of a short-term solution for lost souls who cannot find a reward/punishment.

Jasper (left) and Aria (right), the player's advisors

The paths that souls take through the afterlife depend largely on the tenets of the souls' belief systems. Depending on these tenets, a soul may visit a single fate structure or it may be rewarded/punished for multiple sins or virtues. Tenets also determine whether a soul will visit only Heaven, only Hell, or both, as well as whether that soul will reincarnate after it has received its final reward or punishment.

The player can view of the current distribution of sins and virtues on the Planet, as well as the percentages of EMBOs who believe in each of the tenets. The player may spend a considerable amount of money to influence an important EMBO on the Planet. This influence can cause the EMBO to adopt one or more of the sins or virtues, as well as persuade him or her to believe in the tenet or tenets selected. This EMBO will then spread their newfound ideals, which will cause a shift in the beliefs and sins/virtues in the surrounding area.

At the start of the game, the EMBOs on the planet will be at the lowest level of technology, which is fire. As the game progresses, new technologies are discovered, ranging from pottery to medicine to aviation. New technologies help the EMBOs to become more widespread on the planet, which means a larger population for the afterlife when they die. The development of new technologies can be assisted by wielding influence on an EMBO artist or inventor in the same way that EMBOs are persuaded to new tenets or sins and virtues.

Screenshot from the game

Most buildings in the afterlife produce Vibes, which are a measure of how buildings affect one another. Buildings can either produce 'good vibes' or 'bad vibes'. Fate structures need to be under the appropriate type of vibe (good in Heaven, bad in Hell) in order to evolve into larger and more efficient structures.

As Demiurge, the player receives a yearly paycheque from The Powers That Be. The amount received is based on a number of factors, such as the number of souls that passed through the gates of the afterlife in that year.

The player's afterlife is staffed by angels (in Heaven) and demons (in Hell). At first, all workers are imported and must commute from other afterlives, which quickly becomes expensive. The costs can be lowered by building Topias to house workers in the player's afterlife, making the commute unnecessary. Employment costs can be further reduced by building training centers, which train processed souls to become angels and demons.

Balance can be done in two ways. The first, the Micromanager, allows the player to browse a specific structure and adjust its balance level for free unless the player decides to lock the structure, in which case a maintenance fee is charged yearly. The balance level is measured in a grayscale bar, with the two extremes dedicating to research (permanent souls) or production (temporary souls). The Macromanager, on the other hand, allows the player to balance manually or automatically all fate structures of a specific virtue/sin simultaneously.

'Bad Things', which are akin to natural disasters, occur at random. Each one can be repelled by one of the Special Buildings that are granted as rewards for reaching population milestones. Bad Things can be disabled via an in-game menu. However, doing so decreases the player's soul rate by half.

Like most god games, Afterlife is open-ended and does not have set conditions for winning. There are, however, a few definite ways of losing the game. These include having an excessive number of unemployed workers (leading to an all-out war between Heaven and Hell), staying too deep in debt for too long, and the Planet's population being wiped out by either nuclear warfare or an asteroid event.

Development[edit]

Lead designer Michael Stemmle said the idea for the game came as he played SimCity, combined with a fascination for creating an organized afterlife 'that tickled my bone ever since I read Dante's Inferno'. In what he attributed to LucasArts being 'a rather experimental studio at the time', his pitch was approved and a team of 20 people would then work on the game. Stemmle wanted in particular to go 'whole hog goofy' by not having a setting trapped to reality, full of satirical descriptions and pun-based names. He found Hell to be easier to design, as 'ironic punishments are dime a dozen', leading him to find Heaven more creatively rewarding.[2]

Reception[edit]

Aggregate score
AggregatorScore
GameRankings75%[3]
Review scores
PublicationScore
AllGame[4][5]
CNET Gamecenter7/10[6]
CGSP[7]
CGW[8]
Game Informer8.75/10[9]
GameSpot7.6/10[1]
Next Generation (MAC)[10]
(PC)[11]
PC Zone(1996) 88%[12]
(1998) 72%[13]
Computer Game Review90%[14]
MacUser[15]
PC GamesA-[16]

The game received 'favorable' reviews according to the review aggregation website GameRankings.[3] A Next Generation critic called Afterlife 'a title that will immediately attract anyone who was even mildly amused by the mother of all sim-builders, SimCity', and praised the vast number of options and responsibilities, the characters, and the complex government.[10] They also made similar praises of the PC version, but with a lower score.[11]

Macworld gave Afterlife its 1996 'Best Simulation Game' award.[17]

References[edit]

  1. ^ abWard, Trent C. (1996-07-12). 'Afterlife Review [date mislabeled as 'April 29, 2000']'. GameSpot. CBS Interactive. Archived from the original on 2012-01-07. Retrieved 2019-04-29.CS1 maint: discouraged parameter (link)
  2. ^The Making of Afterlife, Retro Gamer
  3. ^ ab'Afterlife (1996) for PC'. GameRankings. CBS Interactive. Archived from the original on 2019-06-17. Retrieved 2020-07-23.CS1 maint: discouraged parameter (link)
  4. ^Brumbaugh, James W. 'Afterlife (PC) - Review'. AllGame. All Media Network. Archived from the original on 2014-11-15. Retrieved 2019-04-29.CS1 maint: discouraged parameter (link)
  5. ^Savignano, Lisa Karen. 'Afterlife (Mac) - Review'. AllGame. All Media Network. Archived from the original on 2014-11-15. Retrieved 2019-04-29.CS1 maint: discouraged parameter (link)
  6. ^Israels, David (1996-08-15). 'Afterlife'. Gamecenter. CNET. Archived from the original on 2000-08-16. Retrieved 2021-03-15.CS1 maint: discouraged parameter (link)
  7. ^Mayer, Robert (1996). 'Afterlife'. Computer Games Strategy Plus. Strategy Plus, Inc. Archived from the original on 2003-04-18. Retrieved 2019-04-30.CS1 maint: discouraged parameter (link)
  8. ^Carter, Tim (September 1996). 'One Hell Of A Game (Afterlife Review)'(PDF). Computer Gaming World. No. 146. Ziff Davis. pp. 208, 210. Retrieved 2019-04-30.CS1 maint: discouraged parameter (link)
  9. ^'Afterlife'. Game Informer. No. 41. FuncoLand. September 1996. p. 46. Retrieved 2019-04-29.CS1 maint: discouraged parameter (link)
  10. ^ ab'Afterlife (Mac)'. Next Generation. No. 22. Imagine Media. October 1996. pp. 185, 189. Retrieved July 23, 2020.CS1 maint: discouraged parameter (link)
  11. ^ ab'Afterlife (PC)'. Next Generation. No. 23. Imagine Media. November 1996. p. 275. Retrieved July 23, 2020.CS1 maint: discouraged parameter (link)
  12. ^Presley, Paul (1996). 'Afterlife'. PC Zone. Dennis Publishing. Archived from the original on June 10, 2008.CS1 maint: discouraged parameter (link)
  13. ^Shoemaker, Richie (July 1998). 'Afterlife'. PC Zone. No. 65. Dennis Publishing. p. 119. Retrieved 2020-10-18.CS1 maint: discouraged parameter (link)
  14. ^Kaiafas, Tasos (July 1996). 'Afterlife'. Computer Game Review. Sendai Media Group. Archived from the original on December 21, 1996.CS1 maint: discouraged parameter (link)
  15. ^Loyola, Roman (November 1996). 'The Game Room'. MacUser. Ziff Davis. Archived from the original on 2000-11-20. Retrieved 2018-10-04.CS1 maint: discouraged parameter (link)
  16. ^Klett, Steve (September 1996). 'Afterlife'. PC Games. IDG Entertainment. Archived from the original on 1997-02-07. Retrieved 2018-10-04.CS1 maint: discouraged parameter (link)
  17. ^Levy, Steven (January 1997). '1997 Macintosh Game Hall of Fame'. Macworld. Mac Publishing. p. 130. Archived from the original on 2003-01-08. Retrieved 2018-10-04.CS1 maint: discouraged parameter (link)

External links[edit]

  • Afterlife at MobyGames
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Afterlife_(video_game)&oldid=1012315460'
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Articles from Britannica Encyclopedias for elementary and high school students.
Alfred L. Gardner
Curator, New World Mammals, National Museum of Natural History, Smithsonian Institution, Washington D.C. Wildlife Biologist, Patuxent Wildlife Research Center, United States Geological Survey, Laurel,...
Alternative Titles: Phyllophaga, tree sloth

Sloth, (order Pilosa), tree-dwelling mammal noted for its slowness of movement. All five living species are limited to the lowland tropical forests of South and Central America, where they can be found high in the forest canopy sunning, resting, or feeding on leaves. Although two-toed sloths (family Megalonychidae) are capable of climbing and positioning themselves vertically, they spend almost all of their time hanging horizontally, using their large hooklike extremities to move along branches and vines. Three-toed sloths (family Bradypodidae) move in the same way but often sit in the forks of trees rather than hanging from branches.

What kind of animal is a sloth?

Sloths are mammals. They are part of the order Pilosa, which is also home to anteaters. Together with armadillos, sloths and anteaters form the magnorder Xenarthra.

How many types of sloths are there?

A total of five species of sloths exist: the pygmy three-toed sloth, the maned sloth, the pale-throated three-toed sloth, the brown-throated three-toed sloth, and Linnaeus's two-toed sloth. All sloths are either two-toed or three-toed.

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Sloth

Where do sloths live?

Sloths live in the lowland tropical areas of South and Central America. They spend most of their life in the forest canopy. Two-toed sloths tend to hang horizontally from branches, while three-toed sloths often sit in the forks of trees.

What do sloths eat?

Sloths are omnivores. Because they spend most of their time in trees, they like to munch on leaves, twigs, flowers, and other foliage, though some species may eat insects and other small animals.

Why are sloths so slow?

Sloths are slow because of their diet and metabolic rate. They eat a low-calorie diet consisting exclusively of plants, and they metabolize at a rate that is only 40–45 percent of what is expected for mammals of their weight. Sloths must move slowly to conserve energy.

Sloths have long legs, stumpy tails, and rounded heads with inconspicuous ears. Although they possess colour vision, sloths’ eyesight and hearing are not very acute; orientation is mainly by touch. The limbs are adapted for suspending the body rather than supporting it. As a result, sloths are completely helpless on the ground unless there is something to grasp. Even then, they are able only to drag themselves along with their claws. They are surprisingly good swimmers. Generally nocturnal, sloths are solitary and are aggressive toward others of the same sex.

Sloths have large multichambered stomachs and an ability to tolerate strong chemicals from the foliage they eat. The leafy food is digested slowly; a fermenting meal may take up to a week to process. The stomach is constantly filled, its contents making up about 30 percent of the sloth’s weight. Sloths descend to the ground at approximately six-day intervals to urinate and defecate (see Sidebar: A moving habitat). Physiologically, sloths are heterothermic—that is, they have imperfect control over their body temperature. Normally ranging between 25 and 35 °C (77 and 95 °F), body temperature may drop to as low as 20 °C (68 °F). At this temperature the animals become torpid. Although heterothermicity makes sloths very sensitive to temperature change, they have thick skin and are able to withstand severe injuries.

All sloths were formerly classified in the same family (Bradypodidae), but two-toed sloths have been found to be so different from three-toed sloths that they are now classified in a separate family (Megalonychidae).

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Three-toed sloths

The three-toed sloth (family Bradypodidae) is also called the ai in Latin America because of the high-pitched cry it produces when agitated. All four species belong to the same genus, Bradypus, and the coloration of their short facial hair bestows them with a perpetually smiling expression. The brown-throated three-toed sloth (B. variegatus) occurs in Central and South America from Honduras to northern Argentina; the pale-throated three-toed sloth (B. tridactylus) is found in northern South America; the maned sloth (B. torquatus) is restricted to the small Atlantic forest of southeastern Brazil; and the pygmy three-toed sloth (B. pygmaeus) inhabits the Isla Escudo de Veraguas, a small Caribbean island off the northwestern coast of Panama.

Although most mammals have seven neck vertebrae, three-toed sloths have eight or nine, which permits them to turn their heads through a 270° arc. The teeth are simple pegs, and the upper front pair are smaller than the others; incisor and true canine teeth are lacking. Sloths, however, have true molars, with each species having five upper molars and four lower ones. Adults weigh only about 4 kg (8.8 pounds), and the young weigh less than 1 kg (2.2 pounds), possibly as little as 150–250 grams (about 5–9 ounces) at birth. (The birth weight of B. torquatus, for example, is only 300 grams [about 11 ounces].) The head and body length of three-toed sloths averages 58 cm (23 inches), and the tail is short, round, and movable. The forelimbs are 50 percent longer than the hind limbs; all four feet have three long, curved sharp claws. Sloths’ coloration makes them difficult to spot, even though they are very common in some areas. The outer layer of shaggy long hair is pale brown to gray and covers a short, dense coat of black-and-white underfur. The outer hairs have many cracks, perhaps caused by the algae living there. The algae give the animals a greenish tinge, especially during the rainy season. Sexes look alike in the maned sloth, but in the other species males have a large patch (speculum) in the middle of the back that lacks overhair, thus revealing the black dorsal stripe and bordering white underfur, which is sometimes stained yellow to orange. The maned sloth gets its name from the long black hair on the back of its head and neck.

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Three-toed sloths, although mainly nocturnal, may be active day or night but spend only about 10 percent of their time moving at all. They sleep either perched in the fork of a tree or hanging from a branch, with all four feet bunched together and the head tucked in on the chest. In this posture the sloth resembles a clump of dead leaves, so inconspicuous that it was once thought these animals ate only the leaves of cecropia trees because in other trees it went undetected. Research has since shown that they eat the foliage of a wide variety of other trees and vines. Locating food by touch and smell, the sloth feeds by hooking a branch with its claws and pulling it to its mouth. Sloths’ slow movements and mainly nocturnal habits generally do not attract the attention of predators such as jaguars and harpy eagles. Normally, three-toed sloths are silent and docile, but if disturbed they can strike out furiously with the sharp foreclaws.

Reproduction is seasonal in the brown- and pale-throated species; the maned sloth may breed throughout the year. Reproduction in pygmy three-toed sloths, however, has not yet been observed. A single young is born after less than six months’ gestation. Newborn sloths cling to the mother’s abdomen and remain with the mother until at least five months of age. Three-toed sloths are so difficult to maintain in captivity that little is known about their breeding behaviour and other aspects of their life history.

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