


No matter what, the player will get the two baseline stories of the Conductor and the thing he’s delivering, but whether or not they work is ultimately up for interpretation. As you can see that’s a lot of story layers, but the question is does The Final Station succeed at telling all these individual stories in a somewhat cohesive way?ĭon’t misunderstand, I do enjoy how The Final Station has set up this multi-layered story, but the way that the game is set up makes it hard for them to tell the players the story they want to. We have the Conductor, who has some sort of backstory that makes characters hesitate to give him the job in the first place the things he’s delivering for the government the people within the cities wondering why the government is keeping secrets from them, and then the people within the apocalypse who you get to read about their last moments on tiny pieces of paper. Then add onto that the multi-layered story, and it seems that we’d have a surefire hit of a game. It also sets up the despondent atmosphere with its pixel art graphics and urgent yet sorrowful soundtrack. You’re then jolted out of this “teach yourself” tutorial when the Conductor wakes up and that’s where our story actually begins. In the first moments of the game, you’re immediately plunged into the gameplay without context, giving you a chance to get used to the controls and how to move around.
