![]() In this way, Variable State can guide the player to specific places via the camera or convey certais emotions via specific angles.įor example, one scene sees you stealthily approaching a hole in a fence to sneak through. Almost every shot is carefully framed in a specific way, and the player has no control over it. ![]() Which certainly seems true: Last Stop feels a lot more strict in what it wants to deliver to the player. ![]() There shouldn't be any confusion about what's happening." "Hopefully there'll be stuff to read into and interpret when it comes to the motivations of the characters," Holland said. Last Stop writer and composer Lyndon Holland added that there shouldn't be as open an interpretation when it comes to this game. "So it's not that I never want to share that with people-I love it, I'm down with these many interpretations." "It was really interesting for us, because to us, there's a version of Virginia on the page, and our development documentation was very specific," Variable State co-founder Jonathan Burroughs told me, following a showcase of Last Stop. That, coupled with the lack of any spoken dialogue, allows Virginia to also be fairly open to interpretation-just Google "Virginia game ending" and you'll find plenty of different theories of what players think that game's story is about. Virginia is portrayed in first-person, and gives the player control of the camera to observe and focus on the finer subtleties of its ambiguous plot. It's a totally different vibe from Variable State's debut game, 2016's Virginia. ![]() Much like Silent Hill or The Medium, this is sometimes utilized to achieve a disturbing voyeuristic effect, but as Last Stop is a supernatural adventure game and not horror, the camera is used to convey more feelings beyond fear or dread. Developer Variable State wrestles the camera away from the player to frame every scene in different ways. I'm a little surprised by just how cinematic Last Stop is. ![]()
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