IFReviewed by
Emily Short on 2006-08-01 04:54

Playing "Last Ride" was an odd experience for me, because not only have I
taken this NJ Transit trip a number of times, I've also visited the train
simulation at the Franklin Institute with a bunch of friends including my
significant other. So there was an eerie sense of familiarity in the setup. I'm
not sure this helped, ultimately. I just complained about not knowing what the
author was talking about in "Flametop", and now I turn around and complain about
the opposite in "Last Ride": I have a fairly vivid memory of what those NJT
trains are like, which seemed to keep imposing itself on top of the game image
and in some cases conflicting with it. So what follows may be clouded by that
subjectivity.
The about notes say that this is the author's first IF, and it has that feel.
There are a bunch of rough corners and bugs, many of which would be caught by
rigorous beta-testing or possibly by an author with more experience editing his
own work. There are a bunch of typos and a few misused words ("extradite" for
"extricate", for instance). Looking under the seats produces a blank line. You
can't talk to the passengers while sitting down because you "can't reach" from
where you are. The conductor uses his intercom key even after you've stolen it
from him. Touching people "has no effect", in a situation where it probably
would be construed as molestation. (I've never actually *tried* going around
touching strangers on a NJ Transit train, but I'm guessing that it wouldn't go
over too well.)
In most places, though, the implementation would be fine for another type of
game, but seemed a bit shallow for an Art Show piece. Some scenery is mentioned
in fleeting descriptions but turns out not to be there when you look at it; many
things that are there can't be moved, taken, or otherwise interfered with. The
NPCs would be adequate if I had enough other things to do, but not quite deep
enough to keep me entertained for the whole time.
On the positive side, the author put a fair amount of work into the secondary
senses: you can smell and listen to a large number of things, for instance, and
there are views through the various windows of the train that are not all the
same. Good stuff, but I wanted to be able to pick up the pieces of trash and do
things with them, manipulate my luggage and other people's, and so on. Maybe an
appropriate response would've been for me to get arrested for theft, but I still
would rather have been allowed to try -- especially since "Last Ride" *does*
allow me to do a certain number of illicit and dangerous things. Why those and
not others?
I also had the vague feeling that "Last Ride" didn't really know what it was
about. I don't mean "didn't have a plot": "Last Ride" has more plot than
"Flametop", but I never felt any doubt about the *point* of "Flametop", which is
to enjoy fiddling around with the guitar. With "Last Ride" it's less clear. Some
aspects of "Last Ride" are whimsical, like the business with the restroom
mishap; some are serious or even depressing. I tried really hard to get the two
passengers to communicate, on the theory that this might lift some of my PC's
angst, but if there's a way to achieve that, I couldn't find it. The endings of
the game that I did find seem to be on different levels of seriousness and
plausibility. If "Last Ride" is meant to be a pure mood piece about loneliness
and distancing, then I think some of the goofier responses are
counterproductive, and it would help if the passengers were slightly less
generic. If, on the other hand, I'm supposed to be achieving some goals, it
would help if they were better hinted. I thought of a couple of things to try to
accomplish but wasn't able to get anywhere with them, and I wasn't sure whether
that was because they're unimplemented or because I couldn't find the right
approach.
So: a solid first experiment, but not quite as richly implemented as I'd like an
Art Show piece to be. Most of my complaints would probably not be an issue in a
more game-like piece, since there would be puzzles and goals to move the player
along.