Games You Haven’t Played Yet: The Last Express

tle2After hearing another writer complain that there haven’t been any new games out there that caught his eye, I realized that many of us are staring in the wrong direction. Why do we spend months (or years!) looking for upcoming releases, when we should be looking in a gigantic library of quality games already at the tips of our fingers? So, in the spirit of offering something new to the current generation of gamers, I’m beginning a series of recommendations for games that bring something new to the gamer’s repertoire… yet were released years ago. And in that spirit, I could imagine no game more appropriate than Jordan Mechner’s masterpiece: The Last Express. Although stylistically different from Planescape: Torment, Day of the Tentacle, or Final Fantasy VII, I consider it one of the finest games ever made.

The game takes place on the Orient Express, days before WW1 breaks out, and quickly embroils you into intrigue as you are implicated in the murder of your own best friend. The game has an elaborate branching narrative system in which all the characters have their own plots, their own desires, and often results in player experiences being radically different from one another. If you go to sleep early, or spend too much time exploring the sleeper cabins, there’s a good chance that you’ll miss a juicy conversation in the dining room. And what other game has a 15 minute violin and piano concerto, played from start to finish, that you can either attend or use it as an opportunity to scout out the cabins of your fellow passengers? What other game follows the romantic entanglement of two female passengers, allowing you to sneak a peek at one of their private diaries? Aside from Roberta William’s The Colonel’s Bequest, there is no other game that has this kind of living, breathing, world of layer upon layer of developing plots. And aside from the beauty of the narrative, the game has a wonderful Art Nouveau flair reminiscent of famed artist Henri de Toulouse-Lautrec, as well as rotoscoped animation that gives Eric Chahi a run for his money.

For nearly a decade, little was written about the game and only recently a few very good articles recognized that the game has a charm and sense of poetic (perhaps magical?) realism that has went unmatched since its release.

tle1Tom Cross’s article, All Aboard The Last (Narrative) Express reflects upon how the kinds of narrative and visual styles the game relies upon opens up an emotionally realistic space within the constrained physical quarters of the Orient Express. In it, Cross makes the argument that poetic realism (I’m paraphrasing him freely here) creates a truly believable and intimate world, whereas the geometric or representational realism we find in 95% of modern games truly fails to. It suitably whets the gaming appetite of someone who has never played the game, yet desires to.

Chris Remo’s article, The Last Express: Revisiting an Unsung Classic, consists of a lengthy interview with two of the gamer’s developers and provides a sense of the technical (and motivational!) feats involved in creating a truly unique adventure game. The article makes good background reading for someone who has already played through it a couple of times, and gave me a real sense for how a game could become a critical success yet fail financially.

If I’ve piqued your interest at all, you have quite a few options for playing it. Thankfully, the game runs just fine in Windows XP and Vista. GameTap subscribers have had access to it for years, but it is not available on GOG.com yet unfortunately. (Please Jordan, release it on GoG.com.. the folks there really do care about the classics!) If you’d like a physical copy, there are a few reasonable auctions on eBay, including a very nice boxed (complete) version. The game runs on Mac in “Classic” (OS9) mode, but not in OS X – so I’d suggest either booting to XP with boot camp, or playing the game in Dosbox.

I’d love to play through this game again, so if there is any interest in starting an ongoing play-through by e-mail, let’s get a discussion going!

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  1. guttertalk’s avatar

    I remember when I heard about the game in a PC Gamer preview. I was excited for it, partly because I really like that period of history. But that year was great for PC gaming–Age of Empires, Fallout, Diablo, Quake 2, Dark Forces 2, Tomb Raider 2, Total Annihilation. Heck, I was still playing ‘96 games. Instead, I played several of those games and Blade Runner, and I never picked up Last Express.

    I noticed a while back that it was on Gametap and have been meaning to see if it would run on my netbook (which I use as the kids have taken over the desktop PC).

  2. chris’s avatar

    If you enjoyed Blade Runner, I’d say this is easily on par with it (or even better). The Last Express was also notoriously difficult to find a copy of – I’m not sure if they had some distribution problems, but it was almost nonexistent in Canada. I actually found my copy on a trip to the US I took back in 2000. It was heavily discounted on the shelf at a Best Buy in Toledo, and I thought ‘eh, why not?’

    I’m guessing that a netbook would be a great system for it – its system requirements are pretty tame.

  3. Dave’s avatar

    Thanks for mentioning this. I missed it the first time around (also very much focused on Blade Runner, which I even managed to persuade my then girlfriend to play). I also missed those Gamasutra pieces. It looks well worth checking out, with a setting and style which really appeals to me.

  4. Jill Jackson’s avatar

    I found it interesting that the game’s graphics were thought to be weird and unappealing by some people as it was made—why didn’t they realize how much it distinguishes the game to this day? And yet, it stands the test of time so far by sheer virtue of its style, unlike so many games at its time. In fact, it was ahead of its time, preceding and foretelling of the future cel-shaded and stylized games that are lauded for their art today. From Wind Waker to Okami to Borderlands, the art of the stylized games of today were foretold by this game. (And those are just the game’s graphics; it’s a fun and intriguing game to play to boot.)

  5. chris’s avatar

    @Dave – The game seems to reward even more than I could communicate in the post — there is a lot going on in the background that exceeds what the player can see at any one time, and because of that, gives the world a very ‘lived-in’ feeling.

    @Jill – I completely agree with you – I can remember that back when it was released there was some resistance to the visual aesthetics, which I thought were way ahead of their time. The connection with cel-shading is interesting – that’s another visual aesthetic that never quite caught on even today. That reminds me – the original score in this game is very subtle, and very effective and does not get a lot of attention in most reviews. The scene in which Cesar Franck’s violin/piano concerto is played is actually *moving*!

  6. guttertalk’s avatar

    FWIW, the game plays well on a netbook via Gametap.

    I started playing it, and knowing that there’s a ticking clock adds a certain anxiety. Plus, you’re not given much background for the character you play, which makes the beginning a little tenuous because you’re not exactly sure what to do. But a couple of failures, and your path is clear . . . for a while at least. Something about the game seems to present so many more things to pay attention to: Do you stay and listen to a conversation? How long do you read a very detailed newspaper? Yet, there’s that background urgency that you need to be somewhere or doing something.

    I love how well the game conveys the sense that you’re on a train, swaying. And I think the music contributes to it.

  7. chris’s avatar

    Great to hear that guttertalk – sounds like you’re really dwelling in the thick of it. Cmiral’s music is indeed a wonderful and subtle part of the game – it’s a shame that is rarely gets mention. One thing that you mentioned is the clock – and that’s something I had not thought of much. There is a tension in the game that’s expressed through the clock – like you’re (excuse the pun) riding on a set of tracks into the unknown.

    While I’m at it, the game manages to space itself out sensuously by taking advantage of every little stop along the route – you hear the brakes squeal, and the conductor announces the current town/village, and then the engine slowing begins its chug-chug-chugging.. it really lends a sense to travelling by train, as you said.

    Glad to hear it worked out on the netbook!