
Personally, I’m not a fan of the term “walking simulator” that’s often used with derision by some players about short, mostly first person game experiences that focus around slower, careful movement and exploration, yet that term perfectly describes the lovely, melancholic Nostalgic Train ($13.99), which is available on consoles and PC. The Unreal engine game was created by a very talented solo developer named Tatamibeya and just so we’re clear, the game’s description of itself is “Two fluctuations at journey’s end – Beautiful countryside novel and walking simulator.”
There’s also a bit of a mystery with some semi-supernatural elements and even some time travel tossed into the mix, but the game is actually a text-based record of the town’s origins using a few life stories and key events scattered over a few centuries. The game starts off as its sole playable character wakes up in the tiny (and fictional) Japanese village Natsugiri, which is entirely vacant save for the sound of cicadas, dandelion seeds floating about and the scent in the air of mystery. As you walk around, you can use R2 to reveal glowing orbs that reveal more of the story and lead you to the next hint and more of the story. Visually, there’s a solid sense of reality in the visuals, but I can imagine some players used to ray tracing and other effects griping that certain elements of the game aren’t realistic enough. Whatever, it all looks like a series of gorgeous postcards in my book.

This guided experience format works well for the most part. It makes the game playable by anyone, provided they love to read and can activate their imagination during certain sequences. As you explore the village, you’ll come across some items that need to be used to advance the story. For example, early on you find a discarded life preserver near a schoolhouse by a lake. Touching it reveals a past memory of a child picking it up to attempt to rescue another child which soon turns fatal for one. At this point, the formerly inactive train’s chime starts sounding and that’s your clue that you need to get back to the station and take a ride.
In true Twilight Zone fashion, you end up back at the station and yep, you need to R2 yourself back to find out what’s transpired. The entirety of Story Mode is like this, so it’s almost impossible to get lost. The village is so small, that you can spend maybe less that five minutes walking around if you’re not using the hint system. The story gets more fascinating with each chapter as you’ll encounter others who need assistance, but the village remains empty as you only read about your encounters and have to imagine past, present and future encounters, just as if you’re reading a book. The story takes a few dark turns as it continues and you find out your character simply trying to find out who and where they are and travel back to what’s seen as “normal’ reality can’t keep you from uncovering what’s going on. In fact, there’s a link to everything and the constant cycling back to the village the train takes is somewhat important. Or: “You can check out anytime you like, you can’t ever leave (guitar solo not included)”.
There’s also a Free Mode where you can stroll around and find glowing orbs that reveal some historical and other bits and (if you’re a completion fanatic) nab that Platinum trophy. This won’t take long at all, but I’m guessing based on the completion stats I’ve seen, some players haven’t done this yet. Well, it’s certainly not for every taste, but it’ll stick with you like warm summer wind. Cicadas are harmless, by the way and with all those dandelion seeds blowing around. I’d guess you can pocket a few to remind you of this short trip you’ve taken. Recommended.
-GW