Review

Developed by:Do My Best Games Published by:tinyBuild Games Genre(s):
  • Survival Horror
  • Shooter
  • Platform:
  • Microsoft
  • Nintendo
  • PC
  • Sony
  • Cost:$14.99 ESRB Rating:TEEN Players:1 Release date:September 2, 2016 Reviewed on:XBox One
    7

    The Final Station

    The problem with video games depicting an apocalyptic event is that they aren’t as exciting as they used to be. Don’t get me wrong, it’s certainly eventful, with the saddened decline of humanity and all. Still, there’s nothing really worth exploring. Whether it be a plague, zombies, killer robots powered by Goog…Skynet, or environmental disasters, we’ve seen it all.

    I guess that’s why I was so intrigued by Do My Best’s The Final Station. From the brief trailers and scant details I received via press releases, I wasn’t quite sure what to make of it. I did understand that the game focused on a lone conductor, traveling by train through a post-apocalyptic world. Upon reaching a station, he’ll search for other survivor’s as well as supplies to keep him going. Easier said than done as each stop on his route seemed to be overrun with infected – these creepy looking humanoid creatures that kill anyone they come in contact with.

    So far The Final Station doesn’t sound that unique, but there was something more beyond the “28 Days Later” vibe. For one, I got the impression that this conductor was running towards the outbreak as opposed to from it. There was also this notion that the trains were the only means of transportation; why were all the survivors holed up in train stations? Moreover, there  was this air of mystery. The ruined cities, the black tar-like substance, and the large ship or robot (I couldn’t really tell which) that was briefly highlighted at the end of the last trailer all lead me to one question…what the heck is going on?

    To my surprise, The Final Station opened to a world that hadn’t been utterly destroyed. At least not entirely – the town I was in was far enough away from the “first incident” that it still offered a sense of normalcy. Everyone was going about their day as if nothing had happened. That’s not to say that they weren’t aware of their current predicament. The reason I found out that there was some sort of incident was because I chatted with someone who asked if I heard about what was happening in another region. Settlements closer to the abandoned areas of the globe have come under attack. Or so says the current rumor. Luckily for me, I was about to be sent in that direction.

    What follows is a long trek across the country for one reason or another; a light sprinkling of plot points, sparse dialogue between survivors, and random notes scattered about. The main concern was always getting to the next station though. Making my way through these infested areas to find supplies lead to tense encounters. The infected would burst through doors, chase me around, even explode upon contact if I wasn’t quick enough. Precise headshots, a series of melee attacks, or the tossing of an office chair usually cleared the way. After finding what I could and grabbing a passcode hidden in each station (used to unlock the train/discourage people from stealing it), it was back on the train towards the next location. Sometimes I’d find survivors who needed care and I’d agree to take them to a safer place.

    For the most part, that was the entire game; just clearing out the maze-like stations, collecting supplies, and finding survivors. There were also segments between stops where I could craft items while maintaining the train and tending to the passengers. Sharing my medicine or food was always a tough choice. Keeping them alive until they reached their stop resulted in a reward of sorts, but using my supplies on them meant less stuff for me. I did feel a bad whenever someone keeled over from starvation though. Again, the most interesting aspects had to do with the overall mystery. Like the random appearances of a pipe smoking individual or the blinding white light that would engulf the train right before someone disappeared. Again, what the heck is going on!

    Unfortunately, I never found out. Do My Best Games had a “less is more” approach that worked really well at first. Reading someone’s final email provided a brief look into their life as everything crumbled around them. The absence of music elevated the tension while also providing context via what sounds could be heard; the loudest sounds were your own footsteps, reinforcing that these stations are void of life. It’s all great stuff. I just wish that more was given when it came to the game’s story.

    I have no problem with a narrative that leaves something to the imagination. Hand holding isn’t required. That said, it takes skill to satisfy an engrossed audience while withholding parts of a story. The vague ending here was so anticlimactic and random that it made it seem like the game was unfinished. Random flashes of light, the manipulation of time, a secret society…all of this is hinted at but never expounded upon. And while The Final Station does rely heavily on the station hopping, enough emphasis was placed on the story to negate any “it’s all about the gameplay” argument. Basically I was let down.

    Is The Final Station a bad game? I wouldn’t say that. It has a lot of interesting parts. I just feel like the developers fumbled when they attempted to be abstract, weakening what could have been a really unique and engaging game. Do My Best certainly has the chops to create something great though. Hopefully, they’ll get their chance to do just that in the near future!

    Gameplay:

    6

    The Final Station is entertaining for the most part. The story builds up to a lackluster conclusion though.

    Graphics:

    9

    Less is more…

    Sound:

    9

    The ambient sounds are great at creating tension. The lack of music helped in this regard.

    Replay Value:

    4

    Some may replay the game to see if they missed any conversations or notes. Really though, one playthrough was enough.

    Final Score:

    7

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