Reviews

Train of Afterlife Review

Where do we begin?

Outside of Katawa Shoujo, and some awards thing some weirdo was doing, January was set to be a pretty quiet month here at the VNs Now Global HQ. In the beginning, I thought that would be fine but then I fell across a VN by Zeiva Inc. Now, I’ve never played any of their games, but I do know their reputation. On top of that the VN in question, Train of Afterlife, had many things that I enjoy: mystery, death mythology and supernatural what-not. So of course I played it! After all, I figured if nothing else, it would be a nice way to escape chasing skirts.

So for all of my critics, you finally have proof positive that I’m not always right because Train of Afterlife is a pretentious, dissociated, muddled wreck.

STORY

And I don’t say the above lightly.

I don’t enjoy doing these kind of reviews, so I’m going to do my best to be objective and stick to the core issues with this title…but just in case, please excuse any sarcasm that may come out of my general direction. The story puts you in the shoes of two young people, Wind at first then Wing. Wind has just died and is on a train heading to…well…your guess is as good as mine. The ‘End’ is a pretty good umbrella, so let’s go with that. Wind is accompanied on the death rail by other spirits who have also recently parted from the world and they all ride along awaiting the moment they disappear into the eternal ether.

About five seconds after getting the basic layout of the game, you run into your first major problem: there is zero tension here. There is a certain logic to no one on the train knowing what’s going on; after all, they‘re dead. However, everyone is so passive about their situation that any potential for conflict is drained away. Conflict is necessary to create tension and tension is an absolute must in a title that boast itself to be in the ‘mystery/psychological/horror’ genres.
Without any tension to keep the player emotionally invested, it’s up to the characters to make the story work and again ToA falters. All of them perfectly fit a character stereotype you have seen before: ranging from innocent kid to jerkass. And outside of few sparse, forgettable conversations they add nothing to the tale. Well, that’s actually 99.9% true, but I will touch on that momentarily.

So if the cast isn’t helping and none of the genres listed make an appearance, where does that leave us? Excellent question! That leaves us with a healthy dose of existential questions….and by ‘existential questions’ I‘m talking about things like, ‘Does your past define who you really are?’ ‘What are your memories really worth?’ ‘Can you fight death?’ Questions like those have been tackled in nearly every medium known to man again and again and again and again and ToA approaches them like you have seen again and again and again and again.

All together, the differing tropes get shoved into a blender without any attempt to try and make sure there is some harmony in the flavor. With the use of tropes being the only potential hitter in ToA’s story I have to admit when I figured it out, I was expecting for something substantial to be put into it but it all comes out as high school philosophy at best. Most of the time, you’ll be lucky just to not be frustrated trying to figure out what you were supposed to take away from what you just heard.

This all brings us to the main character, Wind, who is currently the worse protagonist I have ever played and I’m including Duke Nukem in that assessment. As apt of a name as you will ever find for an original character, Wind is a complete cipher: drifting through this title with zero inner reflections or outer drive unless shoved along by Wing: who is pretty easy to figure out as far as back stories goes. This would be understandable if the story wasn’t about Wind’s life and afterlife, but since the entire narrative is reliant on Wind to be more than just an empty shell, it’s impossible to not put the bulk of this title’s troubles on the main character.

With the themes of the story and supporting cast what they are, Wind’s weaknesses as a lead are brought out every time I clicked the Next button. Ironically though, this is where the 0.1% I mentioned earlier comes in. For all of the faults in the supporting cast, they at least have personality. It repeatedly pimp slaps the established rules of this world for them to have personalities, but they do. You can tell them all apart from one another and get a feel for what they were like before their untimely demise. Wind doesn’t and his back story cannot save him from being a black hole. Duke Nukem may be an arrogant, muscle-bound dork drowning in his own testosterone, but at least that dork had a personality and purpose. Wind has neither and is, for the most part, perfectly happy to just keep floating along.

Wind and Wing’s back story is the last issue with the story thankfully, so just a minute longer and we will move on. In order to, well, have something to do on this crazy train, you are presented with a set of faux Tarot cards that will help you unlock memories from your past life. Again, we’re sorta pimp slapping the whole ‘nobody remembers who they were’ idea set at the beginning of the game with this, but there is a bigger issue here that needs to be addressed. Just like with Wind himself, the memories you unlock just aren’t that interesting. Like everything else in Train of Afterlife, Wind and Wing’s story has been done before and done better: leaving you with a mechanic that simply passes the time between the time you turn this game on and turn this game off.

So, to summarize, this is a story held together by boring and predictable characters, nothing to relate it to its intended genres and Zeiva’s best interpretation of Hamlet. Where can it go from here?

…Well…

Picture
SIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII

PRESENTATION & GAMEPLAY

The single leg Train of Afterlife has left is its presentation which works…barely. The overall feel of is appropriately supernatural, but the decision to make the cast (sans Wing) empty forms didn’t work for me. I understand the intent of this. Since they are supposed to have no memories of their former lives, there really isn’t a shape they can activate. However, as I mentioned before Zeiva bends that concept over backwards after about three minutes of game play. With each shadow already having a distinction to it, it makes the decision for them to be shadows purely a convenience of the game creator. I don’t mind it, but at the same time it keeps the presentation from getting its head above water.

The same goes for the event CGs. This happens whenever you select one of the faux Tarot and for the most part it conveys the story each card unlocks. It usually works, but again it does just enough for that particular scene and then divorces itself from the rest of the game with Wind not even discussing what he just saw with anyone.

Gameplay itself is pretty bare bones. I haven’t actually said what Train of Afterlife is about, so lets do this. The goal of ToA is not to figure out how Wind ended up dead, where the train is going, or even find out who Wing is. The goal of this game is to collect all nine endings which, in order to accomplish, you have to fill certain parameters: specifically two meters that measures Awareness and Darkness. These choices range from something as simple as looking out of a window to something as simple as responding to a question. As you do so, you will unlock an ending that will also give you a piece of a password you will need to unlock Wing’s path .

Now, with your goal being to collect endings, there is no wrong choice here. All choices lead to an ending you will need to get anyway so its up to you to grind your way through. The game play at least accomplishes that, with the exception of one more thing that I have to address.

When I started this review I called Train of Afterlife a, hold on let me recheck, a ‘pretentious, dissociated, muddled wreck’. The ‘pretentious’ part comes in when you find out that there’s no Save option: at all. While I don’t know this for sure, I believe the original intent Zeiva had was to make this a pure online release: making a Save/Load option a little more complex. However, with ToA available to download and coming soon in disc form, not having that option is confounding as it leaves the player with the option of either mindlessly grinding through it to try and get to the end in one sitting or just shut it off to mindlessly grind through at a later date.

These are options no game writer should want to leave its audience. So while all of the gameplay mechanics work per se, the overall issues of the story gives it the feel of a Jigsaw Trap and, again give the choices, I’m not sure who is going to be able to rip the key from their eye socket before their head gets impaled.

…Yeah that was more favorite trap from the only Saw movie I ever saw. Glad it finally came of some use.

Picture
IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIGH

REPLAY VALUE

…I had to pay ten dollars to play this game.

OVERALL

Train of Afterlife attempts something original in very familiar territory. Unfortunately what could have been unique ends up falling apart in your hands. A muddled story that doesn’t even come close to its intended genres held up by a tepid presentation and odd choices sprinkled in the mix, I cannot in good conscience recommend that anyone plays this visual novel. I only hope that whatever Zeiva Inc. has lined up for the rest of the year is given enough time to avoid the decisions that wrecked what could have been an intriguing title.
Written by JP3 - January 27, 2012

4 Comments

  • Kiyoshi-baka May 28, 2012 at 3:08 am

    Okay, I like Train of Afterlife. I really do, I’m not gunna go all: “OMGWTF MAN THIS IS NOT TRUE!” on your ass but I just want to applaud you for taking the time for looking at EVERY SINGLE FLAW. 
    Seriously, usually people look past that and get on with the plot, but you actually took the time to acknowledge EVERY SINGLE DETAIL that makes the game up. Now, you might be reading this and already thinking I’m an idiot that isn’t as smart as you, and can’t think of anything else to say- and that’s probably true. I mean, if you think this is a bad story you should read Vampire Academy, that’d probably make you want to rage out onto the internet even more.

    But, being serious I think you looked too much into it. I appreciate the fact you saw the details. But the real highlight on this VN was the plot. It made you curious, it was suspenseful and had supernatural and horror themes. So, I for one think it fills out its genres as Mystery,Horror and Psychological. For the Save/Load part I agree with you, that was frustrating.

    I don’t agree with you about the fact it needed tension. Zeiva intended it to be tensionless (or so I think), wanted it to be peaceful or creepy or sad, since its the train to afterlife. A lot of people like it because it was suspenseful and it peaked their curiosity, everyone wanted to know how people died and, yes it was definitely obvious that Wing and Wing were twins but curiosity makes people want to buy the full game, so it was a success.
    -Kiyoshi-baka

    • VNsNowGuy June 3, 2012 at 11:24 am

      Hello and thank you for visiting my humble site! As for your comments, Train of Afterlife is something we will have to agree to disagree with. I can tell that you liked the VN but from your comments its seems that most of what you enjoyed were plot holes you and others filled in rather than anything the story did well on its own. You mentioned several themes in the VN and so did I, however the VN itself does nothing with them. As I’ve said in the review it all tossed together without any cohesion, as if their mere presence is enough to add to the story. It’s not. What WOULD have brought everything together, at least from my perspective, would have been some form of conflict within the train. That doesn’t mean that Wind had to start fights on the train: in fact its quite the opposite. Simply trying to fight his condition would have been enough for everything Zeiva wanted to do air itself out and create the tense atmosphere needed for the story to use its themes correctly. It’s exactly what your mentioned, the total passiveness with the situation that leads the entire plot down a slippery slope it can’t pull itself out of.

      By the by I don’t think think you’re an idiot nor am I raging at this VN in any way. You’re obviously a fan of Zeiva’s work and you’ve come to defend something you like. That’s perfectly natural. However, all that means is that we have a difference of opinion: not that either of us are completely right or wrong. Also my reviews are written this way so that everyone can understand exactly where the score for the VN came from. Whether or not I look too deeply into a game’s plot or presentation I leave up to a jury of my peers. But I do it for every review, so its doubtful I’ll be stopping. My apologies.

      Finally, as for whether or not TOA was a success is not for us or word of mouth to decide. With commercial games there is only one barometer of success: sales. Unless Zeiva releases official sales data (BMT Micro’s sales reports for example) we can only speculate. I certainly hope business hasn’t been bad for them as I plan on reviewing more of Zeiva’s titles as they are released. And when they are and I do review them, they’ll be judged on their own individual merits: just like TOA was.

      Again thank you very much for visiting this site and I hope you enjoy the other features I am creating!

      • Nami June 3, 2012 at 6:34 pm

         I was thinking of buying this game myself, until I played the demo. I have to agree with your review, for the most part. I did only play the demo, but even that wasn’t enough to make me want to throw ten dollars at it to find out more.

        This isn’t the first review I’ve read about this game, but so far it is the most informative, so thanks. I read a blog post or something by Mirage stating that the game did indeed not do as well as their others, but it did at least do better than OASE, thank god.

        I really enjoy most of their games. I really enjoyed X-note myself. It actually DID have what TOA lacked severely. I instantly wanted to buy it after the demo… as for this, I ended up forgetting the game existed until today.

        They also mentioned wanting to go more into comedy I believe.. that it scared Mirage a bit because it doesn’t usually do too well in sales. I think they are getting the wrong idea, yes they have put out comedy before.. but the games weren’t exactly top notch. They are progressing these days, I’d like to see them give it another shot. I think the problem is that in like OASE and IR is that well, comedy is all they have going for it. They didn’t bother much with story or even making it witty.

        I ended up getting more into that then I thought I would.. 😮
        I should probably give such feedback to Mirage directly. xD

        • zeiva August 17, 2012 at 3:13 am

          Well, I am not gonna defend ToA because that would sound bias, as ToA is a masterpiece in my eye, and my best writing to this date, and I believe I am successful in following my vision. ToA is about as perfect as I can get when it comes to writing. We are just gonna agree to disagree about that. 🙂

          What I like to defend however is my statement that comedy is not a selling thing. You actually just proven my statement is correct, in that comedy “alone” doesn’t sell. Only when it is combined with something else that it will fare better, be it mystery or romance. Comedy as a standalone isn’t the best genre to work with.

          Last but not least, the statement that OASE and IR don’t have anything more than comedy is also untrue. And witty? That’s a matter of taste. OASE has the best comedy out of all game I made, and it’s detail is unsurpassed by any of my games thus far. I will admit that OASE is hard to play, but not witty? We must have a huge difference in taste! XD