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The Last Express: Revisiting An Unsung Classic
 
 
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Features
  The Last Express: Revisiting An Unsung Classic
by Chris Remo
11 comments
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November 28, 2008 Article Start Previous Page 4 of 6 Next
 

Art, Class Warfare, and Titanic

The look of the game -- rotoscoped and ornate look -- to me, echoes that transition from the old world to the modern era. It is very much a crystallized moment in time of a world on the brink. That's helped by the fact that the game is in real time, echoing the theme of the narrative. It doesn't seem like most games have that strong a sense of themselves.

MN: I think there are games now that are doing things like that -- there's BioShock, and...

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MM: I have friends still in the game industry who think that was one of our biggest mistakes. I personally disagree with them.

A mistake in what sense?

MM: That the period of the game is just unappealing to a modern audience -- the end of the gilded age, the end of World War I, and even the artwork of Toulouse Lautrec. There were a few reviewers who, even when the game came out, said, "The look is very ugly." They thought, "Oh, there's these heavy black lines, and it looks like a comic book."

But that truly was the style that was popular in 1914 and that you would have seen on the Orient Express. Our characters look exactly like the artwork that would've been on the walls in the train, but there are definitely some people who feel that that's a period that's just too hard to get into and to wrap your head around.

MN: It's too far removed.

MM: It's very distant, whereas people get more into World War II.

MN: Or medieval times, or Middle-earth.

MM: I think the movie that is closest to our time period is Titanic, the James Cameron film. It came out six or nine months after we finished our game and it was released, but that's two years earlier, in 1912.

Titanic was supposed to come out that summer, but it was still after our game. We both fell in love with this movie. We used to joke about how similar it was to The Last Express. In fact, John Landeau, who is James Cameron's producing partner, was very interested in an early version of the script, and then said, "Oh, this is too similar to Titanic, this movie we're working on."

They both take place in the same era -- 1912 and 1914. They're really about class. After World War I, you don't have class in the same way. You don't think about aristocrats and steerage class, and no one in 1925 or 1935 thinks about, "Is it appropriate for me to go talk to that girl? She was born in a different place than I am." But in 1915, that was very much still relevant. Like with Leonardo DiCaprio's character -- you don't talk to these people. They're from a different world than you are, and they have a different education and different mannerisms.

Titanic has never been repeated, either. That was a one-off, huge success, but nobody raced out and said, "Let's make a whole bunch of movies about the 19-teens and that class warfare that's going on and the emergence of the middle class."

MN: And they both have an American character who kind of breaks the rules. [The Last Express' protagonist Robert] Cath breaks the rules, and DiCaprio's character breaks the rules.

There was a point where people were saying, "Hey, games are going to start to be made more like movies," where you bring together specific people for a project and do the financing and stuff like The Last Express. But in fact that's very hard to do, because you don't get any of the economics of scale -- people who know how to work together and keep working together, being able to keep and use a consistent staff, and being able to use technology over and over again.

But toward the end of The Last Express production and development, we started talking about, "Can we take Robert Cath into the 1920s? Maybe the next game was the Roaring '20s, prohibition, Chicago. Could we do something where, in the same way you're walking around The Last Express and overhearing conversations, you might walk into the big speakeasy, and there would be a singer on stage, and we could have this phenomenal, rich music."

But with The Last Express not making it, obviously we didn't go there, and there is that question of, "Will someone make a game that, without being in a fantasy world or one of the war worlds that we're used to, can give you a great and popular game experience, but maybe start hitting other genres and settings like the way that Hollywood movies do?"

 
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Comments

Tim Carter
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Good article. I think with more established middleware and outsourcing, the film production model is now more doable.

PS: 1193 was in the 12th century.

Meredith Katz
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Excellent article, and I desperately want to play this game now.

Tim: I think they meant, it wasn't a hazy date "sometime in the 12th century", it was specifically 1193 (in the 12th century) and all that entailed.

jaime kuroiwa
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Thank you so much for posting this interview, Mr. Remo. I recently referenced The Last Express in a comment to Jonathan Blow’s criticism of narrative in games at the Montreal Games Summit, to which his response was dismissive. The Last Express was just one shining example of how games could provide both a story and a challenge without sacrificing either. I hope that this article reaches Mr. Blow so he can revisit (rethink?) the argument.

I can only hope that game studios will use this interview as inspiration for future projects, and the game industry uses this as a path to pursue. I certainly hope GameTap gets a spike in sales.

Jordan Mechner
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Mark and Mark, I'm amazed at your powers of recall. Reading this interview really brought back memories. Just one correction: We tracked down that derelict 1914 sleeping car in a trainyard in Athens, Greece. Also, there's a little graphics glitch on CD3 I've been meaning to talk to you about. I think now might be the time to fix it.

Tim Carter
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I would agree with jaime kuroiwa. If you strip all narrative dimensions out of a game you're typically left with things purely abstract, like primitive objects and vectors. That's interesting if you're confining yourself to the abstract considerations of scientific observation, I suppose. But I'm pretty sure this is, after all, an entertainment industry - and as such the things ordinary people treasure, such as stories, count. I think those who dismiss narrative are those who have little understanding of or ability to create narrative.

Arthur Protasio
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Narrative plays a very important role in all sorts of media. While a good story isn't exactly necessary in order to make a great game, it does add to the experience. If adequately applied, narrative can in fact play a larger role than gameplay and reveal that there still is much room for it to grow in games.

Nevertheless, examples of great and well applied narratives aren't new, but it definitely is an area that would benefit from more attention.

If it is possible to combine both excellent gameplay and narrative. It is even better to intertwine them and make the experience dissociable. In this sense, Mechner's background of film and game stands out.

Kudos to the article and the game. I wish to play is asap.

Warren Thompson
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Great article, guys.

Jordan Mechner, you're my all-time favorite game designer.

This isn't the place to argue narrative vs gameplay, but I have never agree with the paradigm that "great games don't need a good story".

There isn't a single game in my top 20 list that doesn't have a decent story. Narrative is the reason a lot of people play, even space invaders relies on the fiction of fighting off an alien invasion. The difference is backstory vs emmergent story.

I specifically say this because I've always loved Mechner's games for their writing. The character development in Prince of Persia was a great leap forward in video games, if you ask me, so I don't understand why Americans reject these accomplishments and try to strip games down to their 1981 counterparts. Let's evolve, guys.

But back to the Last Express. The real-time made the game magic, kudos. I wonder if someone could shed some light on something. At the end of the game, if you "lose", the guy tells you a secret... something about the "12th tribe". It's never fully explained what he means by that.

I know there is a book called the 12th tribe, about a theory that Europeon Jews are not descended from Jerusalem. Any thoughts on the "bad" ending?

Jonathan Coster
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A great interview about a game with a great concept. This era has always interested me. I have yet to play this but was intrigued by another great review of it in Edge Magazine a while back.

Stephen McDonough
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"There isn't a single game in my top 20 list that doesn't have a decent story. Narrative is the reason a lot of people play, even space invaders relies on the fiction of fighting off an alien invasion. The difference is backstory vs emmergent story."

I struggle to imagine how a game could exist that doesn't have a story by your definition. And emergent story could be the critical plays and close matches that directed the course of a season in a sports title.

It is not so much 'narrative vs. gameplay' as it is 'emergent vs. scripted story'; the challenge of marrying the two in gameplay. Emergent stories come from the player's interactions with the game whilst the scripted sections are pre-designed narratives from the developers. In most cases games will go one way or another, providing minimum backstory and letting the player roam within its confines, or providing scripting to account for as many choices as possible within the game's confines.

Warren Thompson
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Right, Stephen, that's my point. There isn't a game out there that doesn't have a story.

Or, as Jesper Juul puts it, a game is in-and-of-itself an act of fiction. You're following rules, you're choosing to live within that alternate universe.

The real question, however, is narrative in games and why we shy away from it.

But like I said, this isn't the time or place to discuss that, and there are plenty of articles on this site for the debate. But here is a great game that wouldn't have been the same without the narrative.

John Vincent Andres
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I just found a copy on ebay. I'm looking forward to playing it!


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