“Afterlife” Video Game, Lucas Arts, 1996

afterlife-video-game-lucas-arts-1996 “As a semi-omnipotent being, you are responsible for laying out a functional heaven and hell to reward or punish the denizens of a strange planet. Afterlife represents one of the most unusual videogame concepts to ever make it to store shelves. As a semi-omnipotent being (I know that’s a bit of an oxymoron, but this game’s full of things like that), you are responsible for laying out a functional heaven and hell to reward or punish the denizens of a strange planet. To do so, you must keep an eye on the most common sins and virtues of your people (who look a lot like the monsters from Critters), the balance of temporary to permanent souls in each of your buildings, and more mundane tasks like the building of roads and training facilities. For each soul you process you are rewarded with pennies from heaven, which may in turn be used to purchase more edifices and services.” [. . .]    –Trent C. Ward, GameSpot, July 12, 1996

Contributed by Ted Reinert (Bowdoin, ’05)

Neocommedia: Inferno, Purgatory, Paradise (2002)

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“An immersive adaptation of Dante’s Divine Comedy exploring the modern deity of Information.”    —iKatun

“iKatun’s Paradise is based on Dante’s Paradise from the Divine Comedy, however, this Paradise is not about perfect morality but about perfect information. iKatun’s Paradise alludes to instant availability and perfect knowledge; a single data point of infinite density; the faultless model of information to which all media systems aspire; the space where entropy does not exist.”    —iKatun

“Dante’s Inferno” by Alan Sherwood (2002)

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Created with EA Designs