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For several years now, the train has been carrying its passengers from station to station. Around – a mysterious lifeless world, but at the stations of some cities you can still meet alarmed people. Ahead – other stations, adventures and an inevitable meeting that does not promise anything good.
The Final Station Even before the release, she attracted attention, taking the main prize of Devgamm Minsk 2015 and a couple of awards at the Indie Game Cup tournament as part of the White Nights Moscow 2015. Well, well -deserved.
And that's why.
Morning starts not with coffee
Waking up after a nightmare, an nameless driver is going to work. Having arrived at the station and chatting with colleagues, he gets on his train and sets off. At the next station, passengers and friendly staff are waiting for him – nothing promises troubles.
► Vacation ended, and the first working day does not portend anything unusual.
But gradually the situation is heating up. First, the military blocks the driver’s path, and then the hero enters the provincial town, where not a single living soul is left. Quiet streets are littered with dead bodies, and “black” roams in the vicinity – aggressive creatures that are already little similar to people.
Clutching a gun in his hand, the driver decides to repulse terrible monsters and understand what is happening. Well, to survive, of course.
The main character does not want to die.
► The military instruct us to transport an important cargo.
With the lips of the creators
► on the left – Oleg Sergeev, on the right – Andrey Rumak.
We decided to talk with the creators of the game – Oleg Sergeyev and Andrei Rumak – and find out how the game was created and what inspired its authors.
– Good afternoon, guys, please introduce yourself.
Oleg Sergeev: My name is Oleg, I am a game designer and artist The Final Station.
Andrey Rumak: And me – __ Andrey, I'm here for the programmer.
– Tell us a little about yourself. How long have you been in the industry, was there any experience in developing games before The Final Station?
Oleg Sergeev: I tried to get to the industry for about six years. I used to make small games, and over time they swelled to too ambitious projects, for the completion of which I would need the whole office Ubisoft Montreal For a couple of years. Before the release of The Final Station, my main work was web design.
Andrey Rumak: There was no serious experience. He worked as a programmer for several years before the start of work on The Final Station, was already a little versed in Unity, so I did not have to start from scratch.
– How arose idea The Final Station? Maybe the game had some ideological sources of inspiration? Games, books, or, possibly, comics?
Oleg Sergeev: From games only Half-Life. We took a lot from there, but over time, all the excess fell; I think there were only lockers at the beginning of the game. Of the books – Strugatsky and Lem. From comics – mainly Japanese manga.
– when the game began and how much it continued?
Oleg Sergeev: We started working on the game on April 29, 2014. Before that, I was engaged in gameplay and the concept of history for a couple of weeks. And we finished the latest edits on the day of the release, August 30, 2016.
– How many people created the game? Tell us about your team. How did you meet?
Oleg Sergeev: The main team is Players Club Vip Casino two people: I and Andrey. We met when I was looking for a programmer on Unity for this project. Andrei took over the entire software part, and I am a game design, art and everything that was required additionally. The musician Jeff Hart-Jones also worked with us, who wrote the soundtrack and part of the sounds.
Andrey Rumak: For me everything happened just mystical way. I always wanted to develop games, but did not know which side to approach, working alone. I studied Unity, wrote a couple of articles … And then a letter comes from Oleg, with a description of the game, which later became our The Final Station. I fell in love with the project right away, I took it without hesitation. It was scary, of course, to do something big and finished, being the only programmer. There were many difficulties in the process, but we coped. It was very cool to work with Oleg.
– Tell us about the world of the game. Where, when, and under what circumstances the events of The Final Station occur?
Oleg Sergeev: Game events take place in 106. Yes, that's right, in 106th. Not from the Nativity of Christ, but from the day of the first visit – an event that has completely changed the course of history. All these one hundred and six years it was assumed that the world would live in anticipation of a second visit and prepare for it with all its might. But several generations have changed, and people are increasingly asking about what it was and whether it is worth trusting the government and its official versions. On one of these days, the main character leaves the vacation and sits on the train to start his usual day.
– About the immediate plans: already thinking about the second part of The Final Station?
Oleg Sergeev: The immediate plans are the release of plot additions, after which several ports. And next year we start a new project, and this is definitely not The Final Station 2.
Train, station and passengers
The Final Station – a hybrid of an adventure game and a driver's simulator. In fact, each city is a separate level that can (and should) investigate. It makes no sense to linger at the stations for a long time, you need to constantly move forward – to new stations, stations, cities.
On the way you can chat with colleagues-machines (occasionally they appear on the local Internet), collect something useful from the parts found at the stations and see the map of the area. In addition, it is important to monitor the condition of the train, from time to time repairing it, and take care of passengers, highlighting them food and first -aid kits.
► While you are on the train, you need to monitor passengers and regularly check the control panels.
The whole essence of The Final Station is in motion: the train follows from the station to the station and transports passengers, and the main character sees every location for first -aid kits, food and cartridges. The main concern is to find the tolerance code in a particular town, otherwise the train simply will not go further. And if at the beginning of the game a piece of paper with a password can be found in the nearest office, then over time finding the code is becoming more and more difficult.
"Infected" stations are fraught with many dangers. There are few cartridges, and ammunition has to be saved. In the battle, you can use boxes, toilets, cylinders and office chairs, and in close combat, the driver can give enemies a worthy rebuff.
► At abandoned stations, it is difficult to find people: there are only corpses and infected.
Danger lies in wait for every angle literally. A dozen infected ones lurked at the next turn, but there are no ammunition? Throw everything that turns up by the arm and run: “blacks” do not know how to walk up the stairs. There is a way out of any situation. And generally call The Final Station a tedious and difficult language does not turn. Playing it is easy and pleasant.
There are many locations in the game: there are abandoned cities, metro, factory, a maniac house and a long tunnel in which you need to light your way with a lantern. At the same time, each level ends in the same place where it begins – at the train. Having entered the treasured code, the driver climbs into the head carriage and goes to the next station.
* * *
The Final Station – a game with a unique atmosphere, amazing surroundings and regular references to the creativity of the Strugatsky brothers. And this is also a curious adventure in the mysterious world: it raises a lot of questions and does not give a single answer. The most important thing here is the endless movement.
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