The Last Express:
Time to Beat: Don't know (played it on GOG instead of Steam), but How Long to Beat says the average is 11 hours.
The last few video game articles, I've briefly, or at length (depending on your
tolerance for such things) discussed the process of note taking
involved while playing the latest feature. Brigador
inspired too few thoughts, while Oxenfree
prompted a compendium for all the wrong reasons. Yet, neither
compared to the lengthy book The Last
Express engendered.
Twelve pages of rough notes, condensed to seven for the final
write-up, but not containing not a single wasted impression, for this
game deserves a proper, deliberative rumination. As one who normally
confines themselves to thousand word
articles, it seemed like quite a feat (Unwisely, in my haphazard
style, I'd failed to number the pages, and determining the proper
order consumed a considerable amount of time).
Published
in 1997 by the venerable Broderbund, The
Last Express is another adventure game
released during the golden age of the genre. Though a critical
darling, it was an expensive commercial flop, and probably
contributed to the company's descent into defunctness the following
year (bought by The Learning Company). Despite selling fewer than a
hundred thousand copies, it quickly became a much sought after
treasure, and was finally re-released by Good Old Games in 2011 to
great acclaim. In spite of its age and competition, The
Last Express still attains a spot on
those, best of all time adventure game lists, popular
on the major
gaming websites (though I can't speak to their taste: Her
Story, To the Moon, and
Gone Home make these lists, but I'd
strongly discourage playing them).
A quick summary.
This article will cover a broad outline of The
Last Express without spoiling the plot,
and will examine some of the core mechanics. Other articles will
follow, as this game is worthy of a four day trip.
In The
Last Express, the player controls
Robert Cath, an American doctor planning to meet his friend Tyler
Whitney aboard the Orient Express in Paris. He is unable to board
the train in the station, wanted as he is by the French and British
police for an altercation in Belfast, and uses a motorbike to entrain
after the engine has departed the terminal. Entering though one of
the carriage doors, the movie ends and the game proper begins.
The Last Express
departs Paris on July 24th
1914, a month after the assassination of Archduke Franz
Ferdinand. Its boarders represent
the communities of Europe, already picking sides, like school
children at play, for a war which seems inevitable. Aboard the
train, which Cath never leaves during the game, the player encounters
the thirty or so guests, conductors, servers, and mechanics, all
expertly voiced and beautifully constructed. In an attempt to render
the characters both realistic and classically old fashioned, the
designers experimented with a (then) state of the art procedure. The
actors worked for twenty-two
days with the developers, during
which live action footage was recorded for each action of each
character. The video was digitized into black and white frames,
after which the designers reinserted color. Using something called
rotoscoping,
a limited number of frames were used to give the illusion of movement
to the characters. In appearance, the characters
move like a slow motion flip book, each frame clearly delineated from
the next. The effect is surprisingly pleasant, distinct, and blends
with the older feeling attached to the setting and the train itself.
Before continuing
any further discussion of The Last
Express, one would be remiss for not
mentioning its key mechanic. All events in The
Last Express occur
in real time, which passes regardless of what the player compels Cath
to do. The other guests of the Orient Express move about the limited
space according to their own schedule (though the developers insist
the characters' actions change depending on Cath's choices). At any
time, the whole train is in action, but Cath can't possibly witness
it all. Part of the player's knowledge and even success are composed
of luck, being in the correct location to hear the necessary
information. Should Cath be in the dinning car listening to Herr
Schmidt speak to Frau Wolff, or standing outside Alexi's compartment
to eavesdrop on his conversation with Tatiana? One thought might
arise among the reader, that time passes too slowly for this game to
remain interesting. Correct! The minutes and hours slip by at
six times the normal speed, but the character's do not notice their
temporal aberration.
As an adventure
game, The Last Express,
is part of a expansive tradition. Older
adventure games fall into two distinct categories, focusing on either
plot or puzzles, while newer games under the Telltale model emphasize
choices (even if they are superficial). But The
Last Express was ahead of its time,
expertly combining the first two, and even allowing three good
endings for the player to choose from, depending on Cath's actions.
The Last Express
stand apart, because it is able to draw the player into Cath, and to
draw Cath into a series of petty personal difficulties, intertwining
mysteries, and deadly conflicts. The thirty cast members, drawn from
all aspects of European society are strongly reminiscent of Agatha
Christie's Murder on the Orient Express,
not least because someone commits a murder. The ability to convey
the atmosphere of 1914, to entertainingly embroil the character in
international intrigue, and the interlocking parts each of the
characters play, is classic Christie, so much I'd be astonished if
the developers weren't intentionally reinterpreting her story.
Fortunately, Smoking Car Productions
re-imagines her work by readjusting the lens, and pulls Cath deeper
into the conflicts of Europe.
The Last Express
employs a number of techniques to string Cath along. Investigating
numerous mysteries requires constant paroling of the the Express.
Fortunately, the wooden walls of the Orient Express are as thin as
tissue paper. Listening to the troubles and joys of the other guests
is enjoyable, but also an exercise, trying to divine the relevant
facts from the everyday gossip. In their compartments, in the
hallways, smoking car, and dinning car, guests speak freely. The
only difficulty occurs when two conversations overlap. The
characters of The Last Express
speak the many languages of Europe, but Cath can understand more than
you or I. Subtitles scroll across the bottom of the screen, but when
multiple conversations are occurring concurrently, the game only
illuminates one conversation. While adding a layer of difficulty,
one can hardly complain about this realistic rendition of life on a
train. But while the conversations are realistic, the player is
unrealistically prohibited from starting conversations with other
characters except at rare, prescripted scenes. One realizes it would
be impossible for the designers to have created a process where a
conversation is always available, but one can still express
disappointment. Though there are roughly thirty characters, Cath
will only speak face to face with about ten throughout the entire ten
hours.
Like most adventure
games, The Last Express
does include an inventory and puzzle solving though the two are not
strongly connected. Most puzzles are solved by speaking to the
correct person at the correct time, evading unwanted discovery, or
moving objects about. Cath's inventory is used to store the various
notes, papers, and scraps Cath collects. It's not that items in the
inventory are never used to solve puzzles, but its rare.
There's a lot more to talk
about, the plot, failure and success with the mysteries, and the
combat system, so join me next week for another trip.
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