![]() And the end of the world isn't necessarily as bad as it sounds, either. The preview only hints at it, but The Final Station's world was pretty clearly a mess well before disaster struck. The preview build isn't complete-the dialog is largely placeholder, mechanics are still being worked on, and it only covers the first, shortest chapter of the game-and more importantly, I really feel like there's something legitimately intriguing in it. In spite of all that, I want to see more. ![]() So The Final Station is very linear, and a bit dull, and the segments aboard the train fail to add anything to the experience but a bit of pointless busywork. The Final Station's world was pretty clearly a mess well before disaster struck. (It didn't help that it seemed not to matter whether they lived or died anyway.) I became like William Hurt in A History of Violence, staring down at the fallen and wondering how they possibly could have been so stupid. Death comes so quickly and of such easily avoidable causes that I quickly stopped caring. It's entirely superfluous, and even silly: These people will literally die in their seats rather than get up and open a window. ![]() My assumption is that these survival mechanics are meant to inject drama and tension between stations, but it just doesn't work in its current state. People who by all appearances were in good health when I picked them up would starve to death between stations if I didn't bring them food, or suffocate if I failed to adequately monitor the ventilation system. They are (or were, as it almost inevitably turned out) incredibly delicate. Keeping the people I picked up alive was the other half of my job as an the engineer, and that was both trickier and more tedious than I expected.
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