Lucasart's Afterlife(togameforlife.wordpress.com) |
Lucasart's Afterlife(togameforlife.wordpress.com) |
They could really use some support if you're a fan of his work.
Note: I had very good luck with DosBox on a pile of games from that era and older lately. (Edutainment mainly). I didn't try this one though. Now I want to...
I absolutely loved the graphics and the theme and everything, but as it turns out, I had absolutely no idea how to play it and never got far enough into it to really appreciate its gameplay.
I should probably give it another go as an adult who has a bit more patience for reading through instructions than I did as a kid.
Side note, Lucasarts' games rewired my kid brain to expect humor and (good) voice acting in games. It's really guided (and limited) what games I'm able to enjoy
I am given to understand that this was always the setup; the gaming subsidiary was always called LucasArts.
But the games suggest something different. Early games are branded "Lucasfilm". The first Monkey Island game to have LucasArts branding is the third in the series.
/edit I stand corrected... I just checked the intro on the c64 version of Maniac Mansion, and it does indeed state Lucasfilm Games, not LucasArts. (https://www.youtube.com/watch?v=PM8ot8bJS3Q)
(/me goes to check YT videos)
Yes I'm right, see https://youtu.be/6lTz2nkPNXA?t=32
Based on the linked article, this seems exactly like the kind of game that would have had an AMAZING sequel.
You know the type of game I mean. The first game breaks all types of new ground with a bunch of innovative ideas and is fun, but also has a lot of jank and rough edges because they were trying so many new things at once. And then the sequel is where it all really comes together. The ideas that didn't work are fixed or discarded, everything else gets polish, and a few new ideas are introduced.
Too bad it never got one...
It's odd that it became so obscure considering it was released by a major, even if then declining, game company.
I am surprised to hear that people felt this game was hard! Maybe it was because I was younger when I played it but I thought it was a lot of fun.
I do recall trying to get a "legit" copy of this game several times over the years and it's availability has been either nonexistant or barely there.
But the 2 advisers were so funny!
I don't envy politicians having to run a country, knowing that 10% + of all government spending is just going towards interest payments for past spending.
As with all debt, you hope that it was used to buy assets that are earning more than the interest cost, and not just on a consumable.
There are high numbers here that must be difficult: https://ourworldindata.org/grapher/share-of-government-expen...
Thinking about it, I wonder if this doesn't capture the whole picture. It is the percentage of spending, but doesn't capture whether that total spending denominator is itself more or less than the government is earning. Suppose one year, a government spent twice as much as it earned. Even if the interest payments stayed the same, wouldn't the "interest payments as a share of expenditure" halve that year?
I also like that there's no ending. Maybe this makes it "easy", but it promotes setting specific goals for yourself and exploration rather than going through certain expected motions to meet a preset goal. But there are the scenarios for people who like a preset challenge.
Afterlife is wonderfully fun and satisfying to experience to completion for the first time, and what it might lack in replayability it more than makes up for with humor and design.
The I figured out to let the planet evolve and grow it’s population because then, your afterlife has high demand thus more money, that detail solves the hardest part of the game!
The other insight which came much much later, the better capacity per area is given by the top 2x2 and 4x4 multi color. 3x3 top buildings are badass looking but they offer smaller max capacity for souls, we are aiming in reaching 1 billion souls using the least amount of area so you always have free space to build as demand explode.