I have finally re-begun The Last Express. I say "re-begun" because I picked it up about six years ago but wasn't able to play it all the way through for various technical reasons. Some years later it became available on GOG and Steam (and I highly recommend it to all of you), but I held out in the hopes that I'd use my actual disks one day, because I'm silly like that.
I got this game after hearing Jordan Mechner's (of Karateka, Prince of Persia fame) keynote speech at a PAX East. I'd been fascinated with Karateka since I was Baby Key, and attended that PAX specifically because he was going to be there. He spoke about his approach to his work, which was that he was never really "trying to make a video game." In other words, he didn't sit down and think, "What would make a great game?" That wasn't his starting point. Instead, he'd get fascinated by something -- like the Orient Express -- and eventually think, "Can I find a way to create a game that captures this obsession of mine?"
This really resonated with me. So when I heard him describe this Last Express project of his, and how dedicated he was to recreating the train as historically accurately as possible (he and his team did such things as seek out the two final remaining Orient Express cars in existence to measure them for rendering, scan actual documents from the era such as newspapers to make them readable items, etc.), I knew I had to play it.
This game was a commercial flop, but it shouldn't have been. First of all, check out the gorgeous rendered backgrounds and the fascinating art nouveaux character rotoscoping:


But second of all, the gameplay is custom-built for intrigue and anti-frustration. Example of intrigue: Your character speaks English and can understand French, German, and Russian. If you get close enough to folks conversing in the latter languages, you'll get subtitles. Any other languages are a mystery to you and don't prompt subtitles, making you agonize over what was being said. Below, a chef is yelling at a kitchen employee in his native French; when I'm noticed, the chef abruptly switches to spoken English to apologize and clearly hopes I couldn't understand what he was saying.

Example of anti-frustration: You can game over by dying or getting thrown off the train, but there's an ingenious "rewind" system that takes a lot of guesswork out of things. If you game over, time "rewinds" to the last point in your playthrough where you could have done something that avoided your game over. I don't mean it places you right next to an object seconds before you need to use it, but it will drop you in the general chronological slice where a success was still in your grasp. No scratching you head over "Should I have talked to that person when I first stepped on the train??" or "Did I not pick up an item I needed that I now can't get to??" You're basically given a sandbox for do-overs, which makes exploring much more enjoyable (while still being stressful).
Anyways, I'm not as far into the story as I got six years ago, but I'm well on my way, and am finding it absolutely compelling all over again. Updates to follow!
