What? Eh? Mulder, we have a problem...
So...this is a difficult one to write. The last station is a bit like a Mcdonald's happy meal: bright, enjoyable while it lasts, but liable to leave a nasty taste in your mouth and a lack of fibre in your gaming diet.
It's one of those of games that *a certain kind of gamer* will delight in, as it throws almost every genre cliche you can think of at you, without really trying to tie them together in a satisfying manner. You get: zombies; giant mechs; alien invasions; black goo (scully!); conspiracies; and the possibility that 'it's all actually a dream'. Taking place on an unnamed planet that is a bit like, but not actually, earth (two moons in the sky!), you're a train conductor tasked with getting various cargos to stations while the world around you undergoes its second 'visitation' and is peppered with pods from (space? the govt? Ronald McDonald?) that release a gas (black goo? the 'blight' from the clockwork century novels?) that turns people into (zombies? shamblers? failures of evolution?). The gameplay consists of 2 phases: on the train, you try to keep your passengers alive with medicine and food, all the while bashing buttons to keep the train going. Off the train, you advance, gun in hand, to try to scavenge the essential pin code that will unlock the next bit of track for your train, all the while blasting *zombies* and collecting weps and ammo. The graphics are pixelated, but have some nice parallax background vistas that do a good job of conveying the vast distances the train is meant to be voyaging over.
In the beginning, the two sections mesh nicely together, and you slowly get new weps and upgrades from grateful passengers if you keep them alive. However, you reach a ceiling about half way through, and the previously enjoyable zombie blasting becomes a bit wrote, because - if you're like me - you're dying to see where the story goes. And as the hours (about 4-5) tick away, you realise...absolutely nowhere. Graphics 4/5, Gameplay 3/5, Story...1
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