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[Review] Night School’s Bar Crawl Through Hell ‘Afterparty’ Forgets the Devil is in the Details

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afterparty review

Afterparty is a mumbly, awkward trip to an underworld so liquor-soaked it’s a wonder it’s not even more on fire.

Night School Studio’s follow-up to Oxenfree casts the player as Milo and Lola, a pair of recent college grads… who also happen to be recently damned. Neither remembers how they ended up in hell — the game opens with the pair sulking at a miserable kegger that suddenly morphs into the underworld — but they’re certain they don’t want to stay there any longer than they have to. To that end, they’re pleased to find out that there’s one way to get out of the inferno: drinking Satan under the table. 

That’s a great concept, one that’s had me excited to get my hands on Afterparty since it was first announced. The idea of a new game from the makers of Oxenfree that sets out to capture the feeling of a rollicking night out, with the added twist of a rich, choice-driven approach to dialogue and a debauchery-in-the-depths set-up made Afterparty one of my most anticipated games of 2019. Unfortunately, this sophomore effort makes some missteps that prevent it from delivering the shot of focused story-telling that Night School delivered in their freshman PC and console outing.

Afterparty feels like a point-and-click adventure game without the puzzles; less like an alternative approach to adventure game design, à la Night in the Woods or Telltale’s The Walking Dead, and more like the LucasArts games of the ‘90s. The colorful 2D presentation, the variety of distinct locales, the ridiculous tasks that Milo and Lola are asked to accomplish in pursuit of their redemption; all of it lends Afterparty the vibe of a Schafer and Gilbert-era point-and-click. As in those games, you’ll spend much of your time backtracking through vividly rendered locations, participating in a quest defined as much by tracking down MacGuffins as by the colorful characters you meet along the way. The problem that Afterparty encounters is that, in lieu of puzzles to provide structure, the only thing it has to offer is a whole lot of writing. 

You’ll find those extra words at the bottom of a glass. Each time you arrive at a new bar, you’ll stop by the demonic barkeep and grab a drink. Each beverage imbues different attributes in whoever drinks it. Some drinks make you horny, some drinks make you talk like a pirate, some drinks make you aggressive, and so on. Each opens up an additional response in dialogue, and the writing, impressively, stretches to allow for a wide variety of conversational turns.

These talky bits play out like Oxenfree Lite. Word bubbles pop up as characters speak and when it’s your turn to respond, four responses — one assigned to each of the face buttons — are available; three standard, and one unlocked through your drink. To accommodate the wide variety of options that drinks open up in conversation, Oxenfree’s system has been simplified. You can no longer interrupt people while they speak. Instead, Milo and Lola wait until their conversation partners finish up before they begin. That may not seem like a big deal. But, Oxenfree’s dialogue system worked as well as it did — and felt revelatory  — because it sought to replicate the messy flow of real conversation. You could ignore people, you could cut them off. Night School wrote and recorded a ton of filler dialogue to make this work; dozens of variations on “Well, as I was saying,” and “Anyway.”

Without these mechanical representations of the ebb and flow of conversation, Afterparty instead writes the hemming and hawing into the dialogue itself. There was some of this in Oxenfree: its protagonists were high school kids, uncomfortable in their own skin, to begin with, and placed in uncomfortable circumstances. They paused, hesitated, ummed, y’know-ed. Afterparty doubles down on this. Characters are constantly qualifying their statements, stammering, struggling to finish their thoughts. In an effort to create naturalistic speech without the mechanical avenues that allowed for it in Oxenfree, Afterparty’s characters become grating to listen to. On more than one occasion I felt like shouting “Just spit it out!” at my computer screen.

When characters do finish a thought, the writing is okay, though at times it veers into the cringe-y. When one character expresses plans to “party-hardy,” Sam, a taxi driver voiced by Ashly Burch, replies, “Hey, party-sharty works too if you’re wearing the right underwear.” That line bewildered me, and the game is full of similarly puzzling dialogue. And that matters a LOT because there’s nothing else for the game to lean on. Earlier this year, I wrote a pretty positive review of Gibbous, Stuck in Attic’s Lovecraftian point-and-click comedy, a game that was significantly more poorly written than Afterparty. Despite dodgy dialogue, Gibbous was helped along by the strength of its engaging puzzles. But, in Afterparty, writing is everything. Its major new mechanic — the effects of drinks on the conversation  —is just an opportunity to include more writing. That the writing often falls flat is a major blow.

It doesn’t help that the game is a little buggy. During the sections when Sam is ferrying Milo and Lola from bar to bar, the framerate chugged like it was trying to outdrink Lucifer himself (though this has been significantly improved by the Day One patch). Additionally, I heard the same minute-long conversation multiple times, like it had been copied-and-pasted from one point in the script to another, but not deleted from its original context. And, at one point, with about an hour or two left to go in the game, Milo pulled out his phone to send a message — yes, there is surprisingly good cell reception in hell — and then kept his phone out for the rest of the game. Hours of Milo walking around looking at his phone! Wild!

Afterparty does offer a pretty strong setting. Hell as a bruise-colored block of college bars is a fun place to hang out. But, it retains Oxenfree’s super zoomed-out perspective, which doesn’t quite work in this context. Oxenfree was a scary story about teens lost and isolated on a gorgeously desolate island. The camera’s remove communicated that sense of loneliness. But, Afterparty is a story about getting drunk and partying in hell. The zoomed-out perspective hurts its sense of energy and makes blocks and bars that should feel bustling seem a little empty.

Afterparty falls short of the standard that Night School set with Oxenfree. While it boasts a strong setting and brilliant set-up, it leans heavily on writing that just isn’t strong enough to shoulder the load. I still can’t wait to see what Night School does next, but Afterparty feels like a watered-down take on Oxenfree. Here’s hoping they can mix up something a little stronger for the next round.

Afterparty review code for PC provided by the publisher.

Afterparty is out October 29 on PS4, Xbox One, Nintendo Switch, and PC

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‘The Death of Robin Hood’ Review: Michael Sarnoski’s Ultra-Violent, Dark Subversion of Legend

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The Death of Robin Hood Review
Photo Credit: Aidan Monaghan/A24

Myth gets brutally dispatched in The Death of Robin Hood, A Quiet Place: Day One filmmaker Michael Sarnoski‘s dark, loose adaptation of the 17th-century ballad Robin Hood’s Death. The 13th-century outlaw gets a gritty makeover in a subversion of his legendary heroics, forcing a reckoning as Robin Hood seeks peace and death in his final days. Sarnoski’s deconstruction of popularized myth comes forged in shocking violence and poignant introspection, yielding another deeply affecting story of meeting death on your own terms.

The Death of Robin Hood bypasses rehashing the origins of Robin Hood and his Merry Men, instead introducing a grizzled brute who opens the film with a ruthless culling of a young girl seeking vengeance against the outlaw. It’s a downright gentle introduction to Hugh Jackson’s Robin, who only escalates the jaw-dropping carnage when reunited with righthand Little John (Bill Skarsgård) as they seek to reclaim Little John’s home and family from vengeance seekers. These early sequences set up a stark contrast to the Disney-fied legends; Robin Hood’s heroics have been grossly exaggerated compared to the blood debts his violent exploits have racked up over the decades, which in turn have made him a hunted man spanning generations.

Photo Credit: Aidan Monaghan/A24

Grave injuries from battle lands Robin on a remote island priory under the care of Sister Brigid (Jodie Comer, 28 Years Later), where the strange, idyllic community, an enigmatic leper (Murray Bartlett), and a traumatized young girl, Margaret (Faith Delaney), force him to confront his legacy.

Sarnoski, who writes and directs, makes the hero the villain in his adaptation, ensuring a deeply rewarding character arc. At every point in the film, Robin is openly, often actively, seeking death. The stroke of poetic beauty here is that his view of a worthy death seismically shifts from beginning to end. What’s a hero’s death? That answer deepens and evolves along with its “hero” in his waning years. All the impressive survival instincts and battle savagery can’t outmatch or outrun endless cycles of death and loss, after all, despite Robin’s attempts to shrug off his own myth over the years.

Those cycles of violence loom large as a constant threat as the aged outlaw finds himself surrounded by those directly impacted by his past. It breeds conflict, external and internal, reflected in tense encounters and tenuous alliances that let Robin’s humanity slowly slip through his hardened survivor’s shell. It’s the type of role with just enough similarities that’ll draw inevitable comparisons to Hugh Jackman’s stellar work on Logan, but the tenured actor quickly sets the emotionally and morally complex Robin apart, whose primal ruthlessness belies a surprising capacity for aching empathy.

Photo Credit: Aidan Monaghan/A24

While it’s Robin’s relationship with Sister Brigid that drives his final story to its soulful conclusion, it’s the unexpected friendship between the outlaw and the cautious Leper that has the greatest impact. A quiet conversation between the pair comes barbed with soul-shattering revelations, one that irrevocably alters Robin’s outlook while serving as one of the bolder myth revisions. Still, it’s Comer’s quiet heartbreak that yields the film’s biggest devastation.

Sarnoski depicts medieval life for all its cruelty and filth. Death is not remotely gentle in the 13th century; it’s downright nasty and vicious. Cinematographer Pat Scola captures it with startlingly dark realism and grit, but so, too, the breathtaking Northern Ireland landscape that provides this intimate tale with the scale of a sprawling epic. 

The Death of Robin Hood removes the simple binary of heroes and villains, combining both into a complicated interrogation of myth itself. But the biggest magic feat is its demonstration of how myth-making and storytelling can heal even the most grievous wounds, and even provide peace if earned.

The Death of Robin Hood releases in theaters on June 19, 2026.

4 out of 5 skulls

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