ReviewAfterfall: InSanity

  • November 28, 2011
  • A surprise at every corner
  • by: Tommy_Gun
  • available on: PC

Afterfall: InSanity

Developer: Intoxicate Studios
Publisher: Nicolas Entertainment Group

Release Date: 11/25/2011


Genre: survival
Setting: horror

The storyline in Afterall: InSanity makes this game great and keeps you wondering what will happen next. It’s very believable, because something like this could happen. It would seem logical since everywhere in the world, we deal with toxic chemicals that could plague us.

The first part of Afterfall: InSanity seemed unusual at first and didn’t make much sense; the storyline doesn’t have much of a plot at the beginning. Also, there are some game mechanics that need changed or polished. Overall, though, it’s a good game.

In Afterfall: InSanity your character is a doctor named Albert Tokaj. Tokaj takes care of the mental and physical health of the people who live in an underground shelter. He’s more of a psychiatrist, though, who deals with the condition people get when locked up for too long. However, he also suffers symptoms of the disorder. 5_l

People live in an underground shelter because 20 years ago, in 2012, the U.S., Nazi Germany and the Soviet Union started World War III, a massive nuclear war. The citizens of The Republic moved into shelters. There were some drastic changes in the living conditions during the 20 years after the war. This definitely makes for a good story setup.

The audio in the game was decent. One problem was the voice acting. The theme of Afterall: InSanity was very tight and the story was quite compelling, but the voice acting didn’t seem to fit the characters. This did affect the story’s credibility some, but not the dialog. However, the background music gives the game a scary feel, and the sound effects are right on the money.

For the mechanics, I found that the attack (punch, hit enemy with weapon, and kick) was quite slow and not as effective as other games of its caliber. Therefore, my first problem in the game was attacking the NPCs. It was very slow-going and didn’t seem to do what it was made to do — whipping some butt. Other mechanics, such as running, jumping, and character movement, were good, but the mechanic that really stood out for me was the hacking mechanic. There are some people that may like the differences in the hacking mechanics, and some may not. It is different from other games; it’s not a bad thing, but you do have to get used to it. 955170_20100412_640screen001

Overall, the story keeps the player emerged in the theme of Afterfall: InSanity with different surprises that will shock a player’s nervous system at times. The aesthetics of the game are quite good; the visuals and NPC enemies are done well. Some of the voice actors didn’t seem convincing enough but held a good dialog. In addition, most of the mechanics are good, but while in battle, you may have problems attacking the enemy. Other than that, Afterfall: InSanity is a good game, and the story and feel of it makes the player hang in suspense. if you like games that give you a surprise at every corner then you have found a game worth your time.

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About the Author, Tommy Rodgers (A.K.A Tommy_Gun)

Tommy started playing with the Atari 2600 when he was about 8 years old. Two years after that, his father bought him a brand new Nintendo, and since, Tommy has been addicted to games. Tommy is a full-time student at Full Sail University working toward a bachelor's degree in video game design. He's more into gameplay than story, but he does think that story creates flow in a game and makes the game more interesting. Tommy doesn't like games that have too much story, though. He likes games that have three-fourths gameplay to one-fourth story. To him, gameplay makes the game fun and interesting. Tommy also believes if you are a designer, you have to have that gift to let yourself see all sides of the spectrum of the industry. Games have choices that make the game interesting to the player and those choices need to be logical not irrational. With making games, everything is essential to the creation of the game as a whole. A movie without sound is like a game without gameplay. Everything is accentual to the game as a whole — that is how games create the fun within them.