The game Last Stop tries to weave three different strands of interactive fiction into a single whole, but it just doesn't stick together. Read our review.
When Pete and Sam see the green glowing portal in front of them, they are faced with a decision. Either they jump through the portal, not knowing what’s on the other side, or stay put and be arrested by pursuing police. With little time to spare, Sam decides to enter the portal, leaving Pete behind while calling him a coward. No sooner does she enter the portal that it vanishes, leaving Pete and the newly arrived police befuddled.
Each character’s story is told one chapter at a time, with the player being able to select which order to play them. While this system offers players a level of control over the narrative, it has the effect of reducing most of the game’s tension. In the final moments of the first chapter of Meena’s story, it’s revealed that she is keeping a marriage-ending secret from her husband.
The lack of action added to that sense of drudgery. The game never made me feel like holding the controller was an important part of the overall experience. Timed dialogue choices were the only real reason to keep your hands hovering over buttons. While these choices did allow me to add a bit of personal flavor to each character, they rarely felt impactful on the unfolding stories. Being nice, rude, or condescending all landed me in the same place.
This isn’t to say that a game needs deep mechanics in order to be good, or that there needs to be some sort of “traditional” gameplay experience baked into every game produced. Choosing dialogue options and back-seat driving someone else’s life are the backbone of narrative games. But in the absence of traditional gameplay, these games keep the player engaged and wanting to move forward through the actual story.
Nicolas Perez is a freelance writer who specializes in playing too many videogames. He’s rambling on Twitter
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