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The Last Express
The Last Express
from Wikipedia
The Last Express
DeveloperSmoking Car Productions
PublishersBroderbund
Interplay
DotEmu
DirectorJordan Mechner
DesignerJordan Mechner
WritersJordan Mechner
Tomi Pierce
PlatformsWindows, Mac OS, MS-DOS, iOS, Android
ReleaseWindows, Mac OS, MS-DOS
April 16, 1997[1]
Windows (Collector's Edition)
January 14, 2011[2]
iOS
September 27, 2012[3]
Android
August 28, 2013
Windows (Gold Edition)
November 21, 2013[4]
macOS (Gold Edition)
March 17, 2015
GenreAdventure
ModeSingle-player

The Last Express is a 1997 adventure game designed by Jordan Mechner and published by Broderbund for PC. Players take on the role of an American who accepts an invitation from a friend to join them on the Orient Express, days before the start of World War I, only to become involved in a maelstrom of treachery, lies, political conspiracies, personal interests, romance and murder, upon boarding the train. The game is unique in how it was created, its non-linear story, and in how events in the game are conducted within real-time.

The game was a commercial disappointment following its release, but received highly positive reviews and a positive post-release response. A Sony PlayStation port was in development, but was cancelled before it was finished. The game was later reacquired by Mechner, who worked with DotEmu to make portable versions of the game for iOS and Android, and later released a remade version for Steam, entitled The Last Express – Gold Edition.

Gameplay

[edit]

The game operates primarily from a first-person perspective of the story's lead character when they explore the train,[5] with cutscenes being conducted in the third-person. Gameplay takes place almost entirely within real-time, albeit accelerated by a factor of six;[6] the only time when it is not conducted so is when the player's character sleeps at certain intervals and when the player is on the game's pause menu. Events within the game are scripted and thus occur at specific times denoted by the in-game clock – for example, a character leaving their compartment in order to go to the restaurant car in order to have lunch. When on the pause menu, the player can rewind time, either to a specific point, or to a specific destination on the express route (i.e., Paris), or the player can fast forward to a later time, up until the current point in the story that they have reached.

The main areas of the game are within the carriages of the train, with the player able to look around each place they are in, move down corridors, enter and leave compartments, knock on doors, and talk to people. Items within the game can be interacted with, either to be examined, or in some cases, collected by the player for use later on. The game's story features around thirty characters, each of whom has their own artificial intelligence and individual agendas – they therefore conduct actions that allow them to complete their own personal goals, only changing their plans due to player intervention[7] – with the game using a non-linear approach of story-telling, in which the player's actions or in-actions, affect how the story plays out; the game's many events led to its script being around 800 pages long.[8]

The story features multiple endings, depending on the player's actions. Around thirty of these are game overs, involving the main character being killed or arrested. Four are alternate endings; only one of these is the "true" ending.

Story

[edit]

Setting

[edit]

The game's story takes place in 1914, between 24 and 27 July, aboard the original Orient Express route between Paris and Constantinople (modern Istanbul), prior to the outbreak of World War I. Much of the game occurs within the train itself - consisting of the locomotive, two baggage cars, a restaurant car, two sleeping cars, and a private car. The plot written for the game, while a fictionalized idea regarding the last journey of the Orient Express in 1914, includes many traditional elements of a murder mystery, including secret plots and deals, lies and personal agendas, as well as featuring notable references to political climates in Europe.

Plot

[edit]

Robert Cath, an American doctor on the run from the police in regards to a murder in Ireland, is invited by his friend Tyler Whitney to join him on the Orient Express. Boarding the train whilst it is moving through the outskirts of Paris, Cath finds Tyler dead in his sleeping compartment, apparently murdered. Dumping the body from the train during the course of the night's journey, Cath assumes his friend's identity and goes to greet the other passengers travelling on the Express. Amongst the passengers he meets several people of interest: August Schmidt, a German arms dealer; Anna Wolff, an Austrian violinist; Vassili Obolensky, a Russian count travelling with his granddaughter, Tatiana Obolenskaya; Alexei Dolnikov, a Russian anarchist and a childhood friend of Tatiana; Miloš Jovanović, a Serbian travelling with a group of associates; and Kronos, a mysterious art collector travelling in a private car with his African servant Kahina.

Cath discovers, through the course of investigating Tyler's death during the journey to Strasbourg, that his friend was arranging the purchase of weapons from August and supplying these to the Black Hand, a Serbian rebel movement whom Miloš and his associates belong to. To facilitate the deal, Tyler was supplied with a Serbian national treasure called the Firebird - a mechanical music box that transforms into a bird, accompanied with a whistle shaped like a scarab beetle - which he intended to sell to Kronos for the payment August was to receive. Cath finds the Firebird treasure is missing, and is left in the difficult position of finding it to complete Tyler's arrangements. During the night, Cath discovers that Anna knows he is not Tyler, leading him to suspect she knows more about his friend's death. However, Vassili suffers a mental breakdown in his compartment that interrupts their conversation, while forcing Cath to do what he can to treat him. Following the incident, Cath overhears Anna asking Tatiana to look after something, but cannot determine what it is.

The following morning in Munich, Cath witnesses an Englishman named George Abbot board the Express, whilst August oversees the loading of his merchandise, and finds him inquisitive about Cath's treatment of Vassili. Whilst the train is en route to Vienna, Cath finds a French boy in possession of the Firebird's whistle, and recovers it with a small trade. He also has a meeting with Kronos, who himself knows he is using Tyler's identity, and slowly distrusts him, especially as Kahina begins snooping around the sleeping cars. When Kronos invites Anna to perform a concert with him for the other passengers, Cath uses the opportunity to search the train. He soon finds the Firebird itself in Tatiana's compartment, but hides it within the kennel for Anna's dog Max in one of the train's baggage cars. After this, he breaks into Kronos's compartment to borrow his payment in order to ensure August keeps his weapons on the Express. Following the concert, Cath encounters Anna in the baggage car while he is examining August's weapons, and learns from her she took the Firebird, but that Tyler was dead when she did so. She also admits to serving the Austrian government as a spy, but does not specify her mission.

In Vienna, Kronos and Kahina leave the Express without the Firebird. After the train departs, Tatiana consults Cath over deep concerns she has for Alexei, fearing he plans to kill her grandfather for the injustices he served upon his father. On the evening stretch to Budapest, Alexei attempts his plan, but is killed by Vassili, traumatizing Tatiana, while Cath is forced to defuse a bomb Alexei had planted on the train. Abbot shares a drink with him following this, confessing that he was investigating rumours concerning Alexei, while also noting he believes Cath, whom he recognised, is innocent of the murder in Ireland. Visiting Anna in her compartment, Cath becomes romantically involved with her, but the pair are shocked when the train doesn't stop in Budapest. They swiftly are captured by Miloš and his associates, who have hijacked the train. After freeing himself, Cath fights to free the passengers and railways crew. To protect them, Cath detaches the rear carriages from the train, after they head to them; only Anna and her dog, Vassili, Tatiana and Abbot remain on board the Express. Cath regains control of the locomotive, after Anna shoots Miloš to save its engineer, but refuses to let the Express stop within Austria and keeps it going on into and through Serbia.

As the train makes its way to Turkey, Anna reluctantly accepts she cannot stop Cath's plans, while Cath himself admits he felt powerless to discovering who really killed Tyler, assuming that one of the Serbs was involved. The pair embrace each other in the moment, and sleep together in the dining car. After a stopover upon crossing into Turkey, Cath is shocked when Kronos turns up on the train with Kahina, intent on claiming the Firebird. Cath is forced to provide it, as Anna is held at gunpoint. But when demonstrating its functions, Cath uses the whistle to activate its hidden function as a living weapon, causing it to kill both Kronos and Kahina; in the process exposing how Tyler died. In the confusion, Cath and Anna jump from the train with Max in tow, as it pulls into Constantinople's Sirkeci Station. However, an unhinged Tatiana finds explosives amongst the weapons in the baggage car, and, wishing for no more war, detonates them with Alexei's lighter, destroying the baggage car and killing herself, Vassili, Abbot and the driver. In the chaos after the explosion, Cath and Anna hear a Turkish boy proclaim that war has broken out in Europe. Forced to return home, Anna leaves Cath with Max, kisses him, and promises to see him again when the war is over. The game ends on a time-lapsing map of Europe, showing the change in borders between 1914-1994.

History

[edit]

Mechner founded Smoking Car Productions to create The Last Express. The company was located in San Francisco from 1993 to 1997 and at its peak had sixty full-time employees.

Mechner derived inspiration for The Last Express from Myst and Infocom's Deadline.[9] He saw The Last Express as an opportunity to create a game with a complexity of story and depth of characters comparable to that seen in a film, something he felt he could not accomplish with his games for the Apple II due to hardware limitations.[10] He said of the game's approach to storytelling:

There's a built-in tension between making a game that's interactive and has a story. ... With a game like this, the goal is to create, to a certain degree, the illusion of interactivity. You want the player to feel that actions really have consequences. Choosing from multiple branches is not fun. You feel like you're on a branching tree just picking different ways to go, and that's not a game. You have to give players the feeling they really are somewhere, like on a train, and that they can walk down a corridor and open any door and see someone walking and follow them. Yet somehow we have to set things so players are always in the same story, and, when they get to the ending, they feel that's the way it should have ended.[10]

Art production

[edit]
The progression from storyboard to finished scene, top to bottom. Note the distinctive "clown" makeup and lined costumes used on the actors.

The game is notable for its unique art style, with characters illustrated in the Art Nouveau style that was popular in 1914, the year the game's events take place.[5] Since illustrating a game of this magnitude by hand would likely take an exorbitant amount of time, the look was achieved by using rotoscoping, a process that Mechner had used in Prince of Persia.[10] During a 22-day-long live-action video shoot, every action by every character in the game was photographed by actors wearing distinctive makeup and costumes against a bluescreen on 16mm film and digitized. From this, a limited number of frames were selected and put through a patented process developed in house, where the frames first had all their colour removed. Next, a powerful computer program created black-and-white line drawings of the frames; these were coloured by hand.[7][11] The finished product has 40,000 frames.[12]

Publishing

[edit]

Following a bidding war between several major game publishers, Broderbund, SoftBank, and GameBank split the worldwide distribution rights. Dubbed versions of the game were released in French, German, Spanish, Italian, Russian (unofficial bootlegged localization), and Japanese.

Release

[edit]

The game was released 1997, after five years of development, at a final cost of US$5–6 million,[6][13] on a multi-platform 3-CD set that covered Windows, Mac OS, and MS-DOS. The Last Express received highly positive reviews both in print and online, but only remained in stores for a few months.

Broderbund did little to promote the game, apart from a brief mention in a press release[14] and enthusiastic statements by Broderbund executives,[15] in part due to the entire Broderbund marketing team quitting in the weeks before its release.[6] Softbank pulled out of the game market, dissolved its subsidiary GameBank, and cancelled several dozen titles in development, including the nearly finished PlayStation port of The Last Express. In a final blow, Broderbund was acquired by The Learning Company, which was not interested in The Last Express. Within a year of its release, The Last Express was out of print.[16] Withal, Mechner's company Smoking Car Productions quietly folded.

Soundtrack

[edit]
The Last Express
Soundtrack album by
Released2000
GenreFeature game soundtrack
Length39:00
LanguageEnglish
LabelIntrada Records

Running thirty-nine minutes, the soundtrack for The Last Express was published by Intrada Records in 2000, but is no longer in print. It was composed, orchestrated, and conducted by American composer born in Czechoslovakia, Elia Cmiral, who later composed the scores for Ronin and Stigmata. Consisting of a mix of dominant synth instruments and occasional solo violin, the score was recorded at Forte Muzika Studios in Los Angeles. The lone exception is the Sonata for Violin and Piano in A major by César Franck featured in the game's concert scene.

As of May 2011, the soundtrack is included as a digital release given away free with the DotEmu and GOG.com versions of The Last Express.

Tracklists
No.TitleLength
1."Departure"2:50
2."The Golden Egg"1:33
3."A women travelling alone"1:18
4."Anna & Caith"0:56
5."Retribution in Vienna"1:03
6."Duet Atop The Train"1:55
7."Nightmare"1:34
8."Pursuit"2:03
9."Taitana"0:54
10."Kronos' Sanctuam"2:19
11."Death of Alexel"2:50
12."Goodbye, August"1:06
13."Joyride"1:12
14."A loyal friend"1:12
15."Death of Milos"0:38
16."Stop the Train"0:52
17."The Dream Shattered"0:59
18."Defying Kronos"1:05
19."Anna"1:07
20."A narrow escape"1:35
21."Runaway Train"1:54
22."Battle with Salko"1:23
23."The Firebird"1:14
24."War"2:53
25."End War"2:46
Total length:39:00

Reception

[edit]

In 2008, producer Mark Netter declared that The Last Express was "a total commercial failure."[6] Shortly before its launch, the sales and marketing department at publisher Broderbund left the company. As a result, the game received very little marketing to support its release.[6] The game's global distribution was divided between Broderbund, GAMEBANK, and its parent company SoftBank Group. However, SoftBank soon exited the game industry and closed GAMEBANK, which resulted in the cancellation of a "nearly finished PlayStation port of Express", according to programmer Mark Moran.[17]

The Last Express achieved sales of 100,000 units by 2000,[18] and failed to break even.[6][17] Netter noted that, given its $5-million-dollar budget, The Last Express "would have had to be one of the top-selling games of all time" to recoup its development costs.[6] Moran said that it was ultimately one million sales short of breaking even.[17]

Following the purchase of Broderbund by The Learning Company, the publisher's business was restructured to focus exclusively on edutainment software.[6][17] The Last Express soon went out of print. Netter noted in 2008, "By the summer of 1997, two months after it had been released, you could no longer buy it." These problems, according to Chris Remo of Gamasutra, left The Last Express "unable to reach the long tail sales on which adventure games traditionally had thrived."[6] GameSpot's Bruce Geryk argued in 2000 that the failure of The Last Express could "in some ways be considered the beginning of the end for the adventure genre."[19]

Critical reviews

[edit]

The Last Express received highly positive reviews. Critics hailed the game's authentic and compelling period ambiance,[20][22][28][27] complex and unpredictable story,[20][21][22][28] captivating musical score,[20][22][27] and unique visual style.[20][21][22][28] Many said that they were compelled to eavesdrop on the various characters' conversations simply to follow their subplots, which give the player the sensation of really being on a train.[20][21][22][28]

The voice acting was also widely praised for the convincing performances and authentic foreign accents.[20][21][22][28] Reactions to the real-time system were more mixed; some said that, while it adds to the tension and immersion in the game, it often requires the player to rewatch numerous scenes when they fail, or sit and wait when they accomplish a segment's tasks early.[20][21][28] A few also found that the game does not implement enough originality in its interface or puzzles, too often feeling like another generic adventure game.[21][28] Next Generation concluded that "Enjoyment of The Last Express depends mostly on one's appreciation for the story and one's acceptance of the standard mechanics. As an attempt at something different, however, we liked it."[28] Computer Gaming World was more enthusiastic, calling it "a captivating look at real-life events from a semi-fictional adventure gaming angle",[20] and GameSpot stated that "through its use of real time and brilliant writing, the game ups the ante for storytelling in gaming."[21]

The editors of Macworld named The Last Express the best role-playing game of 1997. Steven Levy and Cameron Crotty of the magazine wrote, "What makes The Last Express vividly memorable is the painstaking detail, particularly the lush score and the faithfully rendered sounds of the most famous train ever. So while you may never solve this three-disc conundrum, you'll never forget the ride."[27]

The Last Express was a runner-up for Computer Gaming World's, CNET Gamecenter's and GameSpot's 1997 "Adventure Game of the Year" awards, which went variously to The Curse of Monkey Island and Dark Earth.[29][30][31] The editors of Computer Gaming World called The Last Express "the year's best mystery" and "stylish and intriguing",[30] and those of GameSpot wrote, "While a few minor gameplay problems held it back from the top spot, there is no doubt that The Last Express is one of the best adventure games of the last few years." Regardless, The Last Express did win GameSpot's 1997 "Best Story" award, and was also the runner-up for the 1997 "Best Ending" award, which went to Fallout.[31]

In 2000, Computer Games Strategy Plus named The Last Express one of the "10 Essential Graphic Adventures". The magazine's Steve Bauman wrote, "While it received terrific reviews, and its innovative storytelling engine should have pointed toward a bold new future for interactive fiction, it had disastrously low sales, essentially bankrupting the company that produced it and telling the industry that consumers weren't interested in this type of game."[32] In 2010, the game was included as one of the titles in the book 1001 Video Games You Must Play Before You Die.[33] In 2011, Adventure Gamers named The Last Express the seventh-best adventure game ever released.[34]

Legacy

[edit]

Re-release

[edit]

In 2000, the Fallout video game series creator and game publisher Interplay bought the lapsed rights and began quietly selling the game as a budget title. A short time later, Interplay went bankrupt; once again, the game went out of print. In 2006, the American subscription-based game service GameTap began offering the game on its network.

On January 14, 2011, DotEmu released the Collector's Edition of the game, which includes the soundtrack, a making-of video and a walkthrough.[2][35] On January 26, 2011, Phoenix Licensing (the current copyright holder of the game) re-released the game in GOG.com, with all the extras of the Collector's Edition –except the walkthrough– and only in English.[36]

Mobile ports

[edit]

Mechner was later able to reacquire the rights to the game and worked in 2012 with DotEmu to release iOS and Android ports of the title.[37] On March 16, 2012, Mechner announced an upcoming release of the game for iOS devices, with "additional enhancements to make it more iOS-friendly."[38] The iOS version (iPad, iPhone and iPod Touch) of the games was released on September 27 by DotEmu.com and is available in the App Store.[39] A version for Android was released on August 28, 2013, through the Google Play Store.

On November 21, 2013, DotEmu released also a Gold Edition for Windows on Steam. It adds improved user interface and inventory, advanced hint system, achievements, and cloud save support.[4] It was released for macOS on March 17, 2015.

Film adaptation

[edit]

On April 13, 2010, MTV's Movies Blog posted an excerpt from a recent interview with Dutch film director Paul Verhoeven. In the interview, Verhoeven is quoted as saying, "I am working on a movie now that is... situated in 1914. Basically, Indiana Jones-ish you could say, but also Hitchcockian." He also states that the source material is a video game, and that "the writer of the video game has asked me to keep [the identity of the game] secret until he has a script."[40] Subsequently, several other websites speculated that the video game in question is The Last Express, considering the relative dearth of games set in 1914, as well as Jordan Mechner's work on the film version of Prince of Persia: The Sands of Time.[41][42]

In October 2011, Verhoeven confirmed that he was working with Mechner to develop a film adaptation of the game. The film would most likely have been filmed in 3D, although it may not have been Verhoeven's immediate next project.[43] The film remains unfinished but Jordan Mechner has uploaded the screenplay he had written for the film on his website.[44]

Notes and references

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
The Last Express is a video game developed by Smoking Car Productions and designed by , the creator of , and published by for Windows and Macintosh personal computers. Set aboard the luxurious train traveling from to in July 1914, on the eve of , the game immerses players in the role of Robert Cath, an American doctor and fugitive who receives an urgent telegram from his archaeologist friend Tyler Whitney and boards the train under assumed circumstances. Upon discovering Whitney's body, Cath assumes his identity to navigate a complex web of international conspiracy, romance, murder, and political intrigue involving passengers from diverse backgrounds, including spies, assassins, and revolutionaries, all while the real-time journey unfolds over three in-game days. The game's innovative real-time mechanics allow events, conversations, and character interactions to progress dynamically regardless of player actions, encouraging non-linear exploration, eavesdropping, dialogue choices, and timed puzzles or confrontations, with the option to rewind time to correct mistakes but no permanent death states. Its distinctive visual style features hand-painted, Art Nouveau-inspired backgrounds and patented digital animation, where live actors were filmed and traced frame-by-frame to create fluid, realistic movements across multiple languages including French, German, Russian, and Turkish. The train's design was meticulously recreated using pre-World War I blueprints for historical accuracy, enhancing the atmospheric tension of the era. Originally released to critical acclaim for its sophisticated storytelling, multilingual authenticity, and departure from traditional point-and-click adventure conventions, The Last Express earned awards such as Best Adventure Game from Family PC in 1997 and the Golden Fez Award from The Washington Post. Despite commercial underperformance due to its late 1997 launch amid a shifting market, it has since gained a cult following and was remastered as the Gold Edition in 2012 by DotEmu for modern platforms including iOS, Android, Steam, and GOG, incorporating updated graphics, controller support, and bonus content like design documents.

Gameplay

Mechanics

The Last Express employs a point-and-click interface viewed from a first-person perspective, enabling players to examine environments, converse with characters, and interact with objects to unravel the central mystery. The cursor changes shape to indicate possible actions, such as an arrow for movement, a for initiating , or an item icon for offering objects from the , with left-clicks executing interactions and double-clicks facilitating quicker navigation through corridors. This setup emphasizes fluid engagement within the confined yet intricate setting of the , where players freely roam compartments and observe unfolding events. Exploration is non-linear, allowing players to navigate the train's cars and interact with over 30 characters through branching dialogues that lead to multiple narrative paths and endings, alongside numerous game-over scenarios triggered by critical missteps. Conversations adapt based on player choices, with options to eavesdrop on multilingual discussions (complete with ) or impersonate other passengers to extract information or manipulate situations, fostering a in piecing together clues. Puzzle-solving integrates these elements organically, requiring strategic use of items, observation of character behaviors, and timely interventions without relying on traditional inventory puzzles or locked progression gates. The game's non-player characters (NPCs) operate via sophisticated AI, pursuing independent schedules and reacting dynamically to the player's actions, which creates emergent interactions and consequences that ripple through the experience. For instance, NPCs may alter their routines or alert others based on observed events, enhancing replayability as different combinations of choices yield varied outcomes. Inventory management remains straightforward, accessed via a dedicated to drag and use items contextually, supporting mechanics like combining objects or presenting them in dialogues to advance investigations. Overall, these systems blend genre staples with innovative character-driven reactivity, prioritizing immersion over rigid structure.

Real-time elements

The Last Express features an innovative accelerated real-time system that simulates the Orient Express's journey from to in a compressed timeframe, running at six times normal speed to create urgency within the player's session. This mechanic means that one minute of real-world play corresponds to six minutes of in-game time, allowing the multi-day historical trip to unfold over approximately five to eight hours of depending on player pace. As a result, players must prioritize actions carefully, as the continuous progression of the train's schedule—complete with stops at stations—drives the narrative forward without pauses, compelling efficient management of investigations and interactions aboard the moving train. Events in the game progress dynamically and independently of the player's direct involvement, with non-player characters following scripted routines such as dining or conversing at specific times, which advance regardless of the protagonist's location or choices. This independence introduces irreversible consequences; for instance, failing to witness or intervene in time-sensitive incidents can lead to missed clues, altered alliances, or even the of key characters, permanently shaping the story's outcome and potentially resulting in multiple losing endings. Such emphasize the simulation's realism, where time elapsed without action allows the plot to evolve automatically, heightening tension and forcing players to balance observation with intervention. The real-time structure significantly enhances replayability, as time-sensitive decisions yield branching paths and multiple endings—only one of which is victorious—encouraging experimentation with different priorities across playthroughs to uncover hidden events or alternative resolutions. In original and re-release versions, including those for modern platforms like , Android, and GOG, players can rewind short segments (typically 5-15 minutes or to major story points) using an in-game clock interface represented by up to six colored "eggs" to correct mistakes without restarting entirely, mitigating frustration while preserving the system's core urgency. This blend of time pressure and corrective tools creates a delicate equilibrium between hurried exploration and deliberate idling, where excessive pauses propel the simulation ahead, potentially bypassing opportunities but also simulating the passive flow of life on the .

Story

Setting

The Last Express is set in , on the eve of , during a fictionalized final journey of the from to . This period captures the heightening geopolitical tensions across , including the aftermath of the by a on June 28, which precipitated the Austro-Hungarian ultimatum to and signaled the Ottoman Empire's ongoing decline amid Balkan conflicts. The game's backdrop blends these real historical pressures—such as rising and the fragility of multi-ethnic empires—with the luxury of pre-war travel, creating an atmosphere of impending upheaval without direct narrative progression. The primary environment is the Orient Express itself, a lavish inspired by aesthetics and reconstructed from pre-war blueprints and measurements of actual cars. Detailed interiors include opulent compartments with hand-turned screws and embossed leather panels, dining cars for formal meals, parlor areas for social interaction, sleeper cars with private berths, a baggage room, and even a luxurious private car, all confined within the moving to heighten the sense of isolation and intimacy. This design evokes the era's architectural elegance, with the three-day voyage serving as a microcosm of a vanishing European grandeur. The passenger roster reflects the multicultural intrigue of 1914 Europe, featuring archetypes such as spies from and Britain, Russian aristocrats and anarchists, Serbian separatists, German industrialists, French engineers, bohemian artists, socialists, a British businessman, and exotic figures like a North African prince with his entourage and a Persian harem. Atmospheric details enhance immersion through period-accurate —tailored suits, flowing gowns, and fezzes—alongside subtle geopolitical undertones in overheard conversations, underscoring the era's and diplomatic strains among diverse nationalities aboard the train.

Plot

The Last Express follows Robert Cath, a fugitive American doctor and adventurer with a mysterious past, who boards the after receiving an urgent telegram from his longtime friend Tyler Whitney, inviting him to join the journey from to . Upon arriving, Cath discovers Whitney has been murdered, thrusting him into a web of intrigue where he assumes his friend's identity to investigate the crime and a larger surrounding a valuable secret artifact known as the Firebird. Set against the backdrop of escalating European tensions on the eve of in July 1914, the narrative unfolds as a real-time thriller, blending elements of , , and moral ambiguity as Cath navigates alliances and uncovers motives among the train's diverse passengers. Key themes include forbidden romance and interpersonal conflicts, with Cath's choices influencing relationships and revelations, such as his growing attraction to the enigmatic Austrian violinist Anna Wolff, whose loyalties remain unclear amid her connections to suspicious figures. The ensemble cast drives the story's dynamics, featuring rivals like the idealistic Russian anarchist Alexei Dolnikov, whose revolutionary fervor creates friction with aristocratic passengers and heightens the atmosphere of betrayal. These interactions propel the mystery forward, as Cath gathers evidence through conversations and observations, leading to multiple possible resolutions that reflect the ambiguity of truth and justice in a world on the brink of war.

Development

Concept and design

Following the success of , Jordan founded Smoking Car Productions in 1993 in to develop an immersive set on , drawing inspiration from Agatha Christie's murder mysteries and the atmospheric intrigue of , including works by , , and spy novels. The design philosophy centered on real-time storytelling, where events unfold dynamically regardless of player actions, and the use of to enable organic character interactions driven by individual agendas, marking a deliberate departure from the linear progression of traditional point-and-click adventures. Mechner served as lead designer, personally scripting the dialogues and crafting the puzzles to integrate narrative depth with gameplay. Development spanned from 1993 to 1997, exceeding the initial 18-month plan due to the ambitious scope, with a key live-action film shoot in 1995 to capture performances for rotoscoping. The project was funded by Broderbund with a budget of $5–6 million, initially drawn from Mechner's Prince of Persia royalties before publisher advances, prioritizing innovative narrative techniques over prevailing commercial trends.

Art production

The art production for The Last Express drew heavily from the style, particularly the works of , evoking the aesthetics of 1914 Europe on the eve of . This influence manifested in hand-drawn backgrounds that recreated the luxurious interiors of the with intricate, flowing lines and ornate details, resulting in over 1,000 unique screens. The backgrounds were crafted to be historically accurate, using pre-war blueprints, timetables, and photographs of a derelict for reference, blending painterly textures with a sense of opulent decay. A team of more than 40 artists and animators at Smoking Car Productions, led by art director Nicole Tostevin and including illustrator Ludo Bermejo, spent four years producing the game's visuals. This effort yielded over 15,000 frames of animation, emphasizing fluid motion and expressive character designs inspired by European graphic novels such as those by and . The production process involved hand-coloring to achieve a comic-book-like vibrancy, with the overall team expanding to around 60 members to handle the ambitious scope. Central to the game's distinctive aesthetic was a proprietary technique, where artists traced over live-action footage of actors dressed in period costumes to capture natural gestures and facial nuances. Filmed against bluescreens, the actors' performances were digitized and outlined frame by frame, then stylized into hand-drawn using — a method later patented as the "Digital Cartoon Animation Process." This approach allowed for over 40,000 individual animation elements in total, prioritizing realism in movement while maintaining the flourish. Integrating these 2D rotoscoped assets into the game's real-time presented significant technical hurdles, as the system had to synchronize hand-drawn characters with backgrounds and dynamic interactions without sacrificing fluidity. Programmers and artists collaborated closely to develop custom tools for layering and rendering, overcoming limitations of mid-1990s hardware to produce a cinematic, painterly look that blurred the lines between and . The result was a visually immersive experience that highlighted the train's confined spaces and the characters' lifelike behaviors, setting The Last Express apart from contemporary adventure games.

Soundtrack

The soundtrack for The Last Express was composed by Elia Cmiral, featuring a haunting orchestral score that blends classical strings with electronic elements to create an epic and emotional atmosphere reflective of the game's pre-World War I setting. Centered around a recurring motif, the music transcends the constraints of the environment, evoking themes of human sorrow and impending global conflict through suspenseful strings and passages. The 38-minute score incorporates Eastern European motifs for cultural authenticity, exemplified by tracks like "Tsardas / ," which draws on traditional rhythms, alongside dynamic tension-building cues tied to the game's real-time events, such as escalating music during chases and pursuits. Production involved a sampled enhanced with live overdubs, a pioneering approach that marked one of the first instances of live strings in at the time. The game features no voice acting, depending on ambient sounds, subtitles, and the score to convey narrative and immersion. The soundtrack received a standalone commercial release in 2008 via Intrada Records as a CD album containing 25 tracks. It was later bundled with digital re-releases, including the 2012 Collectors Edition.

Publishing and release

Publisher relations

Following the initial concept development, founded Smoking Car Productions in 1993 as an independent studio dedicated to creating The Last Express, initially self-funding the project using royalties from his earlier success with . Software, which had previously published , entered into a standard out-of-house development contract with Smoking Car Productions in 1993, agreeing to handle publication and global distribution but declining to provide in-house funding for the ambitious . Negotiations for the deal were facilitated by Mechner's established reputation as a innovative designer in the adventure and action genres, with viewing the project as a potential high-seller amid the mid-1990s boom in narrative-driven PC titles like . The publisher provided an advance against royalties to support ongoing development, which Mechner described as a key infusion after initial personal investments had been exhausted. However, the contract emphasized Smoking Car's independence in creative decisions, transitioning the studio's role from full developer to one reliant on for marketing and worldwide release logistics. As production progressed into 1996, internal challenges at Smoking Car Productions, including significant from an original two-year, $1 million timeline to a four-year endeavor exceeding $5 million, led to delays that strained relations with . These setbacks, such as missing the critical 1996 holiday season, diminished publisher confidence in the project's commercial viability, though maintained the partnership for distribution. Supplementary funding from a licensing deal with Softbank for Japanese and console rights helped stabilize finances during this period, allowing development to continue under the umbrella.

Initial release

The Last Express was initially released worldwide in 1997 for Microsoft Windows and by Software, with a Macintosh port following the same year. The game was distributed physically on three discs. European versions included localizations in French and German, featuring dubbed audio to match the game's multilingual cast. A demo was available to generate interest. Broderbund provided post-release support through patches addressing technical issues, such as save functionality problems, prior to the company's acquisition by (a subsidiary of ) in 1998.

Marketing

The marketing campaign for The Last Express was supported by a $1 million budget from publisher Brøderbund, representing approximately 20% of the game's estimated $5 million development costs. This allocation aimed to target enthusiasts amid the genre's waning popularity in the late 1990s, while broadening appeal to a demographic of college-educated adults aged 18-44, including women, through emphasis on its narrative depth and cinematic qualities. Promotional efforts included the distribution of a playable demo by , which showcased the game's real-time mechanics and allowed players to experience segments of the setting. Print advertisements appeared in gaming magazines such as Computer Gaming World, highlighting the title's innovative real-time , the allure of its historical backdrop, and creator Jordan Mechner's involvement, with taglines like "Bon voyage" to evoke mystery and travel. Additional hype-building came from guerrilla marketing initiatives led by Smoking Car Productions, including a four-page feature in Newsweek magazine that detailed the game's production and thematic ties to pre-World War I Europe. These strategies sought to position The Last Express as a sophisticated, film-like experience rather than a conventional title.

Reception

Critical reviews

Upon its release in 1997, The Last Express received generally positive reviews from critics. Reviewers frequently lauded the game's immersive and artistic presentation, highlighting its real-time storytelling as a fresh in the adventure genre. For instance, awarded it 4.5 out of 5 stars, praising the in-depth, interwoven plot that unfolds dynamically and the sophisticated AI driving passenger interactions, which create a living, reactive world aboard the train. Similarly, initially scored it 72% but later revised the assessment to 95% in a follow-up, acknowledging the narrative depth and atmospheric detail despite initial reservations about pacing. Critics also appreciated the rotoscoped animation and Art Nouveau-inspired visuals, which contributed to a strong sense of period authenticity set against the backdrop of pre-World War I Europe. However, common criticisms focused on the real-time mechanics, which introduced frustration through timed sequences and a steep difficulty curve that could punish players for missing key events. The game's lack of traditional save points—replaced by a rewind feature—was seen as both innovative and challenging, sometimes leading to repeated attempts at interactions. Technical aspects drew mixed feedback; while the multilingual and were commended for enhancing immersion, some noted occasional bugs and control quirks in the original PC release that disrupted the experience. In retrospective analyses, The Last Express has been hailed as a , with modern reviewers emphasizing its enduring relevance and ahead-of-its-time design. A 2023 review on Automaton Media described it as groundbreaking, scoring it implicitly in the 9/10 range through strong endorsements of its tense intrigue, multiple endings, and polished execution, while noting how the real-time elements still feel innovative today. PC Gamer's 2019 retrospective echoed this, calling it unforgettable for its atmospheric mystery and attention to detail, though it reiterated concerns about the stressful clock and uneven fight sequences. In 2025, the game's integration into on June 17 further boosted its accessibility for preservation, while a February feature explored its influential creation process, reinforcing its status among enthusiasts. These later appraisals balance the original critiques by underscoring the game's narrative and artistic strengths as timeless, solidifying its status among enthusiasts.

Commercial performance

The Last Express sold approximately 100,000 units worldwide by 2000. This figure fell far short of the 1 million units required to recoup its $6 million development budget, resulting in significant financial losses for publisher . The game's high development costs, spanning five years, were exacerbated by extensive production elements such as a $1 million live-action photo shoot for its rotoscoped animations. Several market factors contributed to its commercial underperformance. The genre was experiencing a precipitous decline in the late as gamers shifted toward more action-oriented 3D titles, with competitors like achieving multimillion-unit sales in the same year. Additionally, the game's release missed the critical 1996 holiday season due to delays, limiting its window for initial momentum, while Broderbund's internal instability—marked by a loss of staff—resulted in subdued promotion. Its sophisticated historical setting on the eve of may have further alienated a broader, younger audience less familiar with the era. Following Broderbund's acquisition by in 1998 (subsequently bought by in 1999), support for the title dwindled as the publisher pivoted toward , effectively halting long-term distribution and marketing efforts. Digital sales data remained unavailable in the pre-digital era, with no ongoing revenue streams until later re-releases.

Legacy

Re-releases and ports

In 2011, released a Collector's Edition of The Last Express for PC, serving as a digital re-release updated for compatibility with modern Windows systems and including the original game alongside bonus content such as the full , a making-of documentary, and a complete walkthrough. The game expanded to mobile platforms starting in 2012 with an port developed by , which optimized the interface for touch controls and introduced features like a rewind function to allow players to backtrack through the real-time narrative without restarting. This was followed by an Android version in 2013, similarly adapted with touch-based navigation and the rewind capability to enhance accessibility on handheld devices. In November 2013, DotEmu launched the Gold Edition for PC and Mac, building on prior re-releases with enhancements including an advanced hint system, an improved and inventory management, challenging achievements, and Steam Cloud saving support. The Gold Edition was released for macOS on March 17, 2015, improving compatibility with newer Apple systems. On June 17, 2025, announced support for The Last Express, entering public testing to enable emulation and preservation on a wide range of modern hardware without requiring the original discs or proprietary software, thereby broadening long-term accessibility. These re-releases and ports spurred a resurgence in popularity through digital storefronts like and GOG, though no adaptations for home consoles beyond the mobile versions have been released.

Film adaptation

In the early 2010s, collaborated with director on a screenplay of The Last Express, aiming to transform the game's intricate narrative into a . Mechner penned the script over the course of a year from 2010 to 2011, incorporating Verhoeven's input to infuse the story with thriller elements, including heightened action sequences like rooftop chases and hijackings. The expanded the original plot by introducing new subplots, such as the protagonist Robert Cath's entanglement with Irish nationalists in and scenes depicting the in , which were not present in the game. The 120-page screenplay adopted a more linear structure compared to the game's non-linear exploration, streamlining character interactions aboard the while deepening the historical context of pre-World War I tensions, including Austria's declaration of war on and naval bombardments of . Verhoeven's influence emphasized suspense and violence, with additions like a mechanical "Firebird" device activating lethally and romantic tension between Cath and the spy Anna Wolff, evolving the game's mystery into a fast-paced thriller. Despite these changes, the core elements of intrigue, , and the train's doomed journey remained intact. The project was ultimately shelved due to difficulties securing financing, as confirmed by Verhoeven in 2012, and has not progressed to production. Mechner released the full online via his personal website around that time, making it publicly available for fans and scholars. Mechner retains the rights to the , and while periodic interest has surfaced in —such as discussions of its potential in a 2024 retrospective—no further development has occurred as of 2025.

Cultural impact

The Last Express pioneered innovative real-time mechanics in adventure games, where non-player characters pursue independent agendas on a fixed timeline, creating a dynamic, branching that unfolds regardless of player actions. This approach, which included a time-rewind feature to explore missed opportunities, distinguished it from traditional point-and-click adventures and emphasized emergent storytelling over linear puzzles. Game designer described the system's ambition as "swinging for the fences," aiming to simulate a living world aboard the that felt immersive and unpredictable. The game has garnered a dedicated through modern retrospectives that underscore its visionary design. In 2022, marking the 25th anniversary, publications like GamesHub highlighted its enduring artistry and relevance in . A 2025 feature delved into its making, with Mechner reflecting on how the game's rotoscoped animation and cinematic influences from Hitchcock films and graphic novels like created a timeless aesthetic that "hasn’t aged" unlike contemporaneous FMV titles. Similarly, streamer Vincent Caravella's "Vinny Tries" playthrough in April 2025 introduced the title to new audiences, praising its ahead-of-its-time ambition in blending real-time urgency with mystery elements. Preservation efforts have ensured the game's accessibility for future analysis and play. In June 2025, the project added official support for the original 1997 release, allowing it to run on modern systems without emulation issues and safeguarding its historical significance for scholars studying early interactive narratives. Thematically, The Last Express has left a legacy in evoking train-bound intrigue, drawing from pre-World War I tensions to craft a claustrophobic mystery that resonates in media explorations of confined . Mechner's published development journals, detailing the five-year production process and artistic choices, offer invaluable insights into its creation and have informed discussions on ambitious .

References

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