
For its 50th anniversary in 2017, New York magazine published a special issue called âMy New York.â The intention, spelled out over 200 pages, was to point out the surprisingly intricate ways New Yorkers are connected to each other. On page 86, youâd see a reference to a musical written by Sting. A footnote told you to flip to page 142, where youâd read an as-told-to by the designer Donna Karan, who was connected to Stingâs Ashtanga teacher. A footnote on that page told you to flip to page 148 and read about The Odeon, which sported tablecloths doodled on by one of Karanâs high school classmates. And so on and so forth.
Living in or near a big cityâwhether itâs the electrifying center of Manhattan or the quietly buzzing outskirts of Londonâis often a paradoxical exercise in isolation. Youâre surrounded by more people than your mere human brain could possibly compute. And yet itâs easy, natural even, to close yourself off to the tidal wave of stimuli, tuning out the sea of voices and faces as instinctively as you would an inane AM radio station.
But New Yorkâs anniversary issue essentially said, âFuck that.â It illustrates how weâre all more intertwined than youâd believe, how finding a meaningful connection is no more difficult than turning the page.
Last Stop, an adventure game released earlier this summer for most every platform on the market, pulls off the same trick.
Yes, Last Stop is technically a video game, but itâs structuredâand functionsâa whole lot more like an interactive TV show. Developed by Variable State (Virginia) and published by Annapurna Interactive (a whole bunch of zeitgeist-defining indie games), Last Stop is, on paper, an adventure game set in a fictionalized version of London suburbia. You do typical adventure game thingsâstrolling around fixed-camera 3D environments, talking to non-player characters, choosing dialogue options, infrequently interacting with objects, and even less frequently completing quick-time events, few of which pose any degree of challenge.

If youâre on the hunt for a mechanically complex adventure game, Last Stop probably isnât for you. But if youâre down for a great story thatâs told over 18 episodes, each lasting around 20 to 25 minutes a pieceâplus a 40-minute-long finaleâyouâre in for a treat. Over the past month, I consumed Last Stop as I would a compelling TV show, knocking out an episode or two each night (when I could). I recently finished the game, and have not been able to get it out of my head since.
Read More: Last Stopâs Meant To Feel Like A Playable TV Show
Itâs clear from the start that Last Stop features supernatural goings-on. A prologue set in the â80s sees two teenagers pulling a prank on and then running away from police. Fleeing into a Tube tunnel, they soon come to a sudden stop at a dead end. A guy in a tan suit (thanks, Obama) holds a door open. Beyond the threshold: a green portal. He asks if theyâre coming along. One goes forth. One does not.
From there, Last Stop casts you as three unaffiliated London suburbanites, whose tales unfold over three separate storylines. Complete one chapter for one storyline, and youâll have to complete it for the other two, which prevents you from rushing through one storyline all at once.
- Thereâs Donna, a rambunctious high schooler who appears to care little about high school. Her plot, âStranger Danger,â is far and away the most supernatural of the three. Donna and her two BFFs, Vivek and Becky, surreptitiously tail their enigmatic neighbor into an abandoned community pool. He displays some apparent magical powers, oozing the same vivid green that emanated from the portal in the prologue. They accidentally knock him cold. Whoops.
- Meena, the star of âDomestic Affairs,â works at some sort of lock-and-key intelligence agency. She has a small family: a husband and a school-aged son. She does not have the time or patience for eitherâbut does have plenty of time to cheat on the former. Meenaâs a total jerk, but I found âDomestic Affairsâ to be the most riveting storyline of the trio.
- Finally, thereâs John, a rank-and-file government paper pusher. Heâs the main character of âPaper Dolls,â but shares a lot of screen time with his young daughter, Molly, and his richer, younger neighbor, Jack. Oh, yeah, and he swaps bodies with Jack at the end of the first episode. Think Freaky Friday, but British-er.

Though their lives are functionally unconnected, these characters are thematically linked; each, in their own way, sequesters themselves from others, and struggles to form meaningful connections. Yes, John has a daughter heâd walk to the moon for, but he has no friends (as Molly so bluntly points out). Donna ferociously quarrels with her sister and mother, the latter of whom is sick with an undefined illness. And Meena, of course, focuses on nothing but getting ahead in her career, to the detriment of all her personal connections.
That throughline is essential for helping Last Stopâs disparate plots gel, as theyâre admittedly tonal mismatches. âPaper Dollsâ is presented as a family-friendly comedy, âDomestic Affairsâ is akin to a spy thriller, while âStranger Dangerâ has unmistakable overtones of British teen dramas, Ă la Misfits (well, the better, earlier seasons) or Skins. On this, a hats off must be given to composer Lyndon Holland, who musically nails the tone for each.
Bouncing between the three might sound like cognitive whiplashâcâmon, just pick one, Last Stop!âbut it ultimately works in the gameâs favor. Since you have to play one plot to progress the other two, youâre never mired in the same themes. And if you play the game like I did, as if it were a TV show to engage with over intermittent sessions, youâd always come back to something fresh-feeling. One moment, that means chuckling at the semi-slapstick humor in âPaper Dolls.â The next, itâs all about decoding the mystery that drives âDomestic Affairsâ...before the game tells you whatâs up. Variety spices Last Stop up.
Itâs worth mentioning: Last Stop is very, very British, to the point where I sometimes had to pause for a sec just to figure out what characters were saying. I donât even want to tell you how many times I almost bothered Kotakuâs intrepid UK-based editor, John Walker, to help decode some of the more esoteric phrases. I ultimately never did, because while I do not understand time zones, I do respect them and would never want to wake a man in the middle of the night just to find out what the hell a âchicken dipperâ is. (Itâs a chicken finger, apparently.)
In the grand tradition of such British multiplot yarns as Love, Actually, the trio of plotlines are at first largely unrelated. As you play, though, your three protagonists will cross paths, but only superficially. (For instance, during one scene, while youâre sitting at a bus stop, patiently suffering through a brutal headway, one of the other protagonists strolls by in the background. When you play that characterâs chapter, you walk by the bus stop and see your first character waiting. There is no in-game option to make them interact.) Then, by the end of the game, these story threads coalesce.
Itâs not a spoiler to say that Last Stopâs protagonists eventually meet. Back in the spring, Variable State told me that the plots were initially written as isolated concepts, but even then it felt wrong to keep them separate. Thereâs a palpable energy connecting John and Meena and Donna, even if they donât physically share the same space. Obviously the three would intertwine.
Their meeting goes down in a bombastic finale that has you zipping from character to character. Whatâs more, it ties up all of the loose ends raised over the course of Last Stopâs three mystery-heavy plots. Not all of the answers are satisfying, mind you, but at least you donât walk away flummoxed at what happened hours earlier.

That chapter is also the first and final time Last Stop gives you any sort of agency over the narrative outcome. Though you control what Meena, Donna, and John say in conversations throughout the game, these choices donât really affect the plot. Then, during the final ten minutes, youâre given a neat A/B choice as to how each character should wrap up their tale. All six endings (two for each of the three characters) make thematic and logical sense. But itâs hard not to feel like the last-minute choice comes out of nowhere.
Last Stop spends its entirety on a determined beeline to the goalposts, detailing exactly who these characters are and what they do and how they live their lives. Right before the buzzer, it kicks the ball to the player. I almost wish Last Stop didnât even give us the option. The rest of the game barely offers the illusion of choice. Why do so right at the end?
But the message nevertheless prevails. The three protagonists of Last Stop spend much of their respective lives in various states of loneliness, from Johnâs friendlessness to Donnaâs teenage angst to Meenaâs âscrew everyoneâ career blinders. By the time the credits roll, no matter what ending you chose, itâs clear these three individualsâwho otherwise would have nothing in common and have no reason to interactâhave cemented an inextricable bond. You too mightâve felt alone, once or twice or thrice. You might feel that way right now. You donât need to. You just need to turn the page.
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