The story is enhanced by Captain Frantisek Langer, a real historical figure who served with the Legion. As a poet, playwright, and doctor, Langer adds a unique flair to the game's writing and narration. He’s not the only character, as many soldiers you recruit along the way come with names and brief fictional bios. While you can't rename them like in XCOM, I found myself growing attached to several, especially as they leveled up and became essential members of my team.
Each soldier possesses various traits, both positive and negative, that can influence outcomes in different situations. While these traits won’t drastically change the main storyline, it’s interesting to see notifications when a character affects events—whether by securing extra resources or boosting overall morale. Of course, things don’t always go smoothly; for instance, taking a soldier who dislikes the Reds on an outing could lead to complications.
]All Aboard!
Life aboard an armored train in a hostile environment is
tough, and Last Train Home fully embraces this gritty reality. Your soldiers
will face cold, hunger, fatigue, and frustration, and much of the game revolves
around managing these issues by gathering essential resources like fuel, food,
and upgrade materials.
The management aspect is enjoyable, although it's slightly hindered by a user interface that feels small and a bit clunky. While it's not terrible, it lacks some quality-of-life features and could be more intuitive. Even after playing for dozens of hours, I often had to pause to remember what I was doing or which menu to access. A few updates could improve this, like displaying a soldier’s roles and traits when leveling them up on the world map.
The other key component of *Last Train Home* involves the RTS segments, where you take direct control of your soldiers in partially scripted missions, often against the Reds. You can pause the action by hitting the spacebar, which allows you to set up ambushes and overlapping fields of fire, similar to *Shadow Gambit: The Cursed Crew*—minus the supernatural elements. This strategic pause is crucial because your soldiers are fragile, dying quickly if caught in the open. Keeping them in cover and engaging only when necessary is essential to avoid being overwhelmed by enemy fire.
The gameplay evokes a bit of Company of Heroes 3, where positioning is key. You need to carefully choose your spots for cover, watch for flanks, and keep the enemy pinned until your riflemen can flank them. Pausing also enables you to utilize special skills and abilities; a well-placed grenade can take out a group of enemies, while machine-gun fire can devastate anything that comes too close, though ammo is limited.
Managing ammunition is crucial, encouraging you to avoid unnecessary firefights, much like the real Czech Legion would have had to do. This emphasis on stealth promotes a more tactical approach, urging you to keep your soldiers hidden, scout the area, and eliminate foes quietly when possible. Of course, sometimes going in guns blazing is unavow
A few quirks prevented me from fully enjoying the combat. Most issues are minor but add up, like how the bayonet option targets an area rather than an individual, causing multiple riflemen to charge the same enemy. It's also odd that, in a game where being out of cover is lethal, the bayonet charge is the best way to counter machine guns instead of relying on scouts.
Scouts feel underwhelming compared to other units, too. They can somehow take out a tank in two shots but struggle to hit an enemy in the head. This might be for balance, but it makes them seem almost useless beyond their binoculars. You’d expect them to excel in ambushes, but they don’t perform as well as you'd think.
The enemy AI also leaves much to be desired. Occasionally, they’ll attempt to flank your position or execute a seemingly smart move, but generally, they feel rather ineffective and do little to challenge you.
Then there’s the silent/loud toggle for switching between stealth and open action. For the most part, it works fine, and stealth often proves to be the best approach, allowing you to progress through missions by sneaking up on enemies and using cover effectively. However, toggling between modes can lead to awkward moments—like when you switch a soldier to "loud" mode to run for cover, only for them to take a shot at an enemy before you can switch back. In one case, I accidentally ordered my riflemen to shoot instead of stab, resulting in chaos and a disastrous outcome. That one was on me, though.
The game’s visibility rules can also be confusing. Many objects that look solid and should block enemy sight don’t, leading to frequent surprises about when my soldiers can be seen.
Overall, the combat feels less polished and engaging compared to the management aspects. Still, it provides a refreshing break from the constant juggling of schedules, upgrades, and deciding when to install that new stove in one of the infantry cars.
The management aspect of the game is where it truly shines, allowing you to balance resources, soldier health, upgrades, and the risks of sending troops to scavenge abandoned villages. This is where the oppressive atmosphere and bleak tone are most palpable, although the game is not as punishing as you might expect—on normal difficulty, I rarely faced failure due to low morale or resource shortages.
The combat sections are less noteworthy; they’re generally just okay. While some missions are well-designed and executing a smooth ambush can be satisfying, the fighting itself lacks anything particularly remarkable.
Nonetheless, Last Train Home is a hidden gem of 2023, likely overlooked amidst larger releases that dominated the headlines and our wallets. If you enjoy strategy and management games with a touch of grit and authenticity, this title is definitely worth your time.