Afterlife Free Download for PC is a god game released by LucasArts in 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 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. Afterlife Download free Full Version.
The game is very satirical, with various references to pop culture (such as a passing mention of a «San Quentin Scarearantino» or sending a Death Star to destroy buildings if the player cheats too much).
Sins and Virtues
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, or Stuff Of Unending Life, travels to the afterlife where it will attempt 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. Afterlife Game free Download Full Version.
The seven sins and their corresponding virtues are based on the seven deadly sins, and are as follows.
Sins:
- Envy
- Avarice
- Gluttony
- Sloth
- Pride
- Wrath
- Lust
Virtues:
- Contentment
- Charity
- Temperance
- Diligence
- Humility
- Peacefulness
- Chastity
Tenets
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. Afterlife game free Download for PC Full Version.
The different tenets are given abbreviations, which are defined below.
- NAAAists believe that there is No Afterlife At All. They have no effect in death beyond lowering the entrance rate.
- AAAAists believe that there is Absolutely Always An Afterlife; every incoming SOUL is an AAAAist.
- HAHAists believe that Heaven And Hell Await; that is, that they will go to both Heaven and Hell to be rewarded and punished.
- HOHOists believe that SOULs will go to Heaven Or Hell Only, and not both.
- OCRAists believe that Only Cloud Realms Await; these SOULs believe only in Heaven and not in Hell.
- OPRAists believe that Only Pit Realms Await—they do not believe in Heaven, only Hell. This is, understandably, the least popular tenet.
- SUMAists believe that SOULs Undergo Multiple Afterlives. These SOULs believe that, depending on where they are going, they will either be rewarded for all the virtues or punished for all the sins at some point (or possibly both, if they are also HAHAists).
- SUSAists believe that SOULs Undergo Singular Afterlives. These SOULs believe that they will be punished or rewarded for only a single sin or virtue.
- ALFists believe that the Afterlife Lasts Forever, and that SOULs are never reincarnated.
- RALFists believe that Reincarnation Always Loops Fate; that after SOULs have received their final reward or punishment, they will be sent back to the Planet to try again.
Each SOUL believes in some combination of these tenets, which determines how one will travel through the afterlife. For example, a HOHORALFSUSAist would go only to Heaven or Hell, would be punished or rewarded at one fate structure, and would then return to the Planet via reincarnation. A HAHAALFSUMAist, on the other hand, would travel to both Heaven and Hell, would be rewarded/punished for each sin and virtue at various fate structures, and would then permanently inhabit the fate structure that it visited last.
The Planet
As mentioned above, the Planet is simply referred to as such and is populated by EMBOs. As Demiurge of the afterlife, the player's influence and interaction on the planet is minimal, but it is still wise to keep an eye on things. Viewing the Planet will allow viewing of the current distribution of sins and virtues, as well as the percentages of EMBOs who believe in each of the tenets. This information allows for estimation of what future SOUL traffic will be like.
If the player wishes, he or she 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.
Technology also plays an important role on the planet. 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 will be discovered, ranging from pottery to medicine to aviation, and eventually culminating in Advanced Golf. New technologies will 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, as described above.
Structures
There are many different structures available in the game to assist the functioning of the afterlife.
- Fate Structures are the main component of the afterlife. They are available in eight varieties: one for each sin/virtue, and «generic» fate structures which can accommodate SOULs of any sin or virtue. Unlike other buildings, fate structures themselves are not built, players merely provide zoning for them. The structures are created on their own when SOULs begin to inhabit the zoned area. All fate structures begin as small single-tile buildings, but have the potential to evolve into larger structures. There are typically twelve different structures of each type, with the largest being a 3×3 tile building, but generic structures have more possibilities, the largest of which is a 4×4 building.
- Gates Are the means by which SOULs enter the afterlife. Gates come in different sizes; bigger gates allow more SOULs to pass through the gate each year.
- Karma Stations Are where SOULs go to be reincarnated. Karma Stations must be connected by Karma Track to one of several Karma Portals, permanent structures which dot the landscape at the outset of the game.
- Topias are built to house angelic and demonic workers, so that they don't have to commute from other afterlives. Topias are known as Utopias in Heaven and Distopias in Hell.
- Training Centers are used to train SOULs into angels and demons so that they may join the afterlife's workforce.
- Ports serve to ferry SOULs across rivers, and are the only means by which the rivers of Heaven and Hell can be traversed.
- Banks must be built in order to take out loans. Each bank has available a predetermined amount of money for lending. Loans are taken out for periods of 100 years. At the end of that time, the loan must be repaid. The payment terms are different in each realm. Heavenly banks charge a small yearly interest rate, and if the loan is not paid back in 100 years, the bank simply continues to charge interest until the loan is repaid. In Hell, no interest is charged, but the full sum of the loan must be repaid after 100 years, or the bank will start deducting money directly from the player's yearly salary.
- Ad Infinitum Siphons can be connected to rocks in order to «empower» buildings. Without power from a siphon, fate structures will only reach half of their capacity potential.
- Special Buildings are given by The Powers That Be upon reaching certain population milestones in Heaven or Hell. There are five Special Buildings available for each realm. Each building ties into one of the five senses, making Heaven an exquisite marvel or Hell a torturous pit for that particular sense.
- Limbo Structures are taverns which are capable of entertaining SOULs for years at a time. If a SOUL cannot find their appropriate reward or punishment (usually because all the structures of that type are full), then it will be considered a «lost SOUL», which will result in deductions from the player's next paycheck. Limbo Structures will keep SOULs busy while the player remedies whatever situation is causing SOULs to be lost.
- Omnibolges (as they are known in Hell) and Love Domes (as they are known in Heaven) are large buildings that are capable of housing vast numbers of SOULs with no maintenance whatsoever. Each Omnibolge or Love Dome is a complete, miniature Heaven or Hell unto itself, meaning that they are capable of performing all the functions of that realm, including reincarnation. These structures are available very late in the game—they can be accessed only when the population of Heaven or Hell has reached one billion SOULs. At this point, the game can be considered «ended» or «won» because these structures make any further care of the game unnecessary.
Vibes
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». In Heaven, good vibes are good and bad vibes are bad, which makes sense. Hell, however, is exactly the opposite—in Hell, «bad vibes» actually happen to be a good thing, and «good vibes» are a bad thing, since they shouldn't be in Hell. Vibes primarily affect the evolution of fate structures. 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.
Buildings that remind SOULs of their past lives on the Planet, such as Gates and Karma Stations, tend to make SOULs in Heaven depressed and SOULs in Hell more cheerful. These buildings, therefore, put out anti-evolutionary vibes. Buildings such as Utopias and Distopias, on the other hand, serve to reinforce the values of their respective realms and therefore produce pro-evolutionary vibes. The Special Buildings that are granted as rewards put out large amounts of pro-evolutionary vibes.
Fate structures vary greatly in the type and strength of vibes that they produce. Some structures produce good vibes and some produce bad vibes, and the type of vibes a building puts out could change when the building evolves. Also, it is possible that the largest and most efficient building of a particular type could produce anti-evolutionary vibes, meaning that it is sometimes better to use smaller, less efficient buildings to control the vibe situation. Afterlife Free Download Torrent.