![]() How did you come up with the overall visual tonality of the game? Even though it’s set in Hell, it’s not your typical depiction of it, as most portray Hell as red and fire-filled, but Afterparty has a lot of color and neon to it, as if it’s in a downtown city at night during a pub crawl in the seedy part of town. (XBA): Afterparty is not only unique in its setting and plot, but its visuals really make it stand out as well. It’s still pretty early to see if the strategy is 100% working, but hearing people talk about the game from their experience on Game Pass has been really encouraging. Like you said, people are much more willing to try something out for at least a couple minutes when it’s already “free.” For indie studios like us, it’s vastly more important to get awareness of the game out there and hope that the increased exposure will lead to sales. (Adam): We were happy to bring it to Game Pass because of the immediate reach to millions of players the service grants us. How did this decision to include it on the service come about and are you happy with the results so far? ![]() (XBA): I have to admit, I probably wouldn’t have been able to give Afterparty a shot during the busy and expensive holiday season if it wasn’t for Xbox Game Pass, so thank you for having it there at launch. We went back and forth a little on where exactly all this debauchery should take place, but eventually landed on Hell due to the environment’s ability to bring in anyone from any time period, and have every character you meet have at least one thing in common: they’re not that great of a person. We thought initially that you should be the bartender, balancing making drinks for customers while getting invested in their lives and problems, but decided it would be way more fun to be a patron on a night out, going to a series of establishments, running into and losing people in your party as you go. Bars are naturally interesting locations that attract a very wide swath of people who are there for a huge variety of reasons, so it seemed like a natural fit for a story-driven experience. (Adam): We really wanted to make a game that takes place in a bar. Where did the idea for Afterparty come from initially and what made you roll with making a game out of such a crazy idea? (XBA): So, I’ve got to start off with the most obvious question, one I’m sure you’ve been asked a million times before. ![]() So the game becomes a crazy, phantasmagorical bar crawl through the worst of the afterlife’s watering holes, making friends and enemies (and playing lots of beer pong and drinking games) along the way. They discover a loophole, however, that if they are able to find Satan, get invited to his house party, and then successfully outdrink him, he’ll open Hell’s gates and let them return to Earth. (Adam): Sure! Afterparty is about Milo and Lola, two lifelong friends who unfortunately die and go to Hell just before graduating college. For those that haven’t heard of it, why not give the elevator pitch and why they really should play it. Having just played through Afterparty, I had a blast beginning to finish, and was certainly a very memorable and hilarious game. (XBA): First off, thank you for taking the time to do this interview.
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