- Release Year: 2015
- Platforms: Windows, Linux, Macintosh
- Publisher: Degica Co., Ltd.
- Developer: Twelve Tiles
- Genre: Role-playing (RPG)
- Perspective: Diagonal-down
- Gameplay: Debate-based battles
- Setting: Contemporary
- Average Score: 80/100

Description
Last Word is a turn-based RPG where players navigate a contemporary mystery within a fictional European nation. As photographer Whitty Gawship, you’re trapped at a dinner party hosted by a linguistics professor who plans to showcase his mind-controlling invention, ‘The Mouth’. To escape, you must unravel the estate’s secrets and persuade the professor through strategic dialogue-based battles, using wit and clever wordplay to overcome your intellectual adversaries.
Gameplay Videos
Where to Get Last Word
PC
Guides & Walkthroughs
Reviews & Reception
metacritic.com (67/100): Last Word is a brilliant application of role playing mechanics in a refreshing context, but from a word fight game, we expected wittier dialogues and more likeable characters.
rpgamer.com : Lots of wine is consumed, which I can certainly get behind.
gamerant.com : The battles of Last Word are delightfully complicated, requiring a very deft touch from the player.
mobygames.com (88/100): Photographer Whitty Gawship attends a prestigious get-together at the residence of the impressive Professor Chet Chatters. Members of the party are veteran conversationalists, each trying to gain subtle power over one-another.
gamegrin.com (85/100): I had started Last Word with modest expectations and I ended up being completely blown away. Tightly scripted with a witty edge and a fun (if difficult to learn) debating-as-battle dynamic, Last Word is completely refreshing as both a game and a piece of fiction; you’ll be desperate to know how this story ends. I know I’ll be playing this one long after this review is forgotten about.
Last Word: Review
This review examines Last Word, a 2015 indie RPG developed by Twelve Tiles and published by Degica (now KOMODO), analyzing its unique gameplay mechanics, narrative choices, and lasting impact within the context of its creation and reception. My thesis is that while Last Word‘s innovative conversation-based combat system and intriguing mystery are commendable, its uneven writing and occasionally frustrating difficulty ultimately prevent it from achieving lasting greatness, despite its unique position within the RPG genre.
Development History & Context
Last Word emerged from the 2014 Indie Game Maker Contest (IGMC), a significant breeding ground for innovative indie titles. Developed primarily by Lannie Neely III (Merlandese), the game was initially created within a 30-day timeframe, showcasing impressive ambition and creativity. The use of RPG Maker XP, a readily available engine, reveals a constrained but accessible development process, emphasizing ingenuity over technological extravagance. The game’s release in 2015 placed it within a burgeoning indie games market, experiencing a rise in creativity fueled by digital distribution platforms like Steam, where Last Word found a home. The game’s contemporary setting, contrasting sharply with the fantasy tropes common in RPGs of the era, further highlights its attempt at genre subversion. While the low-budget nature is evident in the limited voice acting (mostly sound effects), the visual design, featuring distinct character silhouettes, created a memorable aesthetic.
Narrative & Thematic Deep Dive
Last Word unfolds at a dinner party hosted by Professor Chet Chatters, a linguistics professor with a sinister invention: “The Mouth,” a one-way communication device that allows him to dominate any conversation. The player controls Whitty Gawship, a photographer caught in Chatters’ manipulative game, along with other eccentric guests, each with a pun-based name hinting at their conversational skills. The narrative is a mystery, revolving around the purpose of The Mouth, the secrets of the guests, and the search for “The Last Word,” a mythical phrase capable of ending all debates. Themes of power, manipulation, social class, and the persuasive power of language permeate the narrative, exploring how verbal dominance can be a form of control. While the story is well-paced and intriguing, it is hindered by somewhat uneven dialogue, with some conversations feeling stilted or unnecessarily pompous, which detracts from the overall experience. The characters, while visually distinct, lack substantial depth, hindering emotional investment despite their interesting backstories which are gradually revealed. Seymour Saymore’s subplot, a tale of self-discovery and reclaiming his heritage, is a notable exception, providing the most compelling character arc.
Gameplay Mechanics & Systems
The core gameplay loop revolves around navigating a mansion, gathering information through “gossip,” and engaging in turn-based “discourse” battles. These battles are the game’s most unique feature. Instead of health points, combat uses a sliding bar representing the conversational dominance; players utilize various conversational tactics (disruptive, submissive, and aggressive) and tones to shift the bar in their favor, impacting their opponent’s “composure.” The system is layered and requires careful strategy, rewarding insightful play but potentially frustrating newcomers due to the steep learning curve and occasional difficulty spikes. The UI, while functional, is not intuitive and hampers smooth topic transitions. The “Key Topic” system, a clever mechanic using collected information to unlock further story events and conversations, provides a satisfying progression system but doesn’t fully mask the game’s overall simplicity and sometimes repetitive battle encounters. Certain boss battles, particularly the final encounter, are widely criticized for their unforgiving difficulty.
World-Building, Art & Sound
The game’s setting is a fictional European country, St. Lauden, evoking a period reminiscent of the early 20th century, creating an interesting contrast with the unusual nature of its conflict resolution. The art style features distinct colored silhouettes for characters, which, while visually appealing, lack the dynamism of fully realized sprites. The environments are relatively simple, but the careful use of lighting and color helps to create a sense of atmosphere within the mansion setting. The soundtrack is generally well-regarded, with fittingly elegant and waltzy music perfectly complementing the game’s themes, with the final boss encounter in particular receiving high praise for its suitably dramatic musical score. The limited voice acting, using sound effects rather than full voice lines, is a consequence of budgetary constraints, though it contributes to the game’s unique atmosphere.
Reception & Legacy
Last Word received mixed to positive reviews upon its release. While praised for its originality and unique conversation-based battle system, critics often pointed out shortcomings in the writing and occasionally unbalanced gameplay, especially towards the end of the game. The game’s success on Steam demonstrates a dedicated following but didn’t achieve widespread mainstream recognition. Its influence on subsequent games remains limited, though its innovative combat system provides an example of how to approach conflict resolution outside traditional RPG tropes. Its lasting impact is largely confined to its position as a notable example of a well-made indie RPG and the use of unconventional game mechanics.
Conclusion
Last Word is a compelling experiment within the RPG genre, showcasing ingenuity in its unique conversation-based combat system and intriguing mystery. Its strengths lie in its refreshing approach to conflict and its ability to generate curiosity. However, its limitations in writing and the challenging, at times unfair, difficulty prevent it from achieving a higher level of acclaim. While its place in video game history is modest, Last Word stands as an interesting case study in creative indie game design, demonstrating what can be achieved with a strong initial concept and a creative use of limited resources. Its legacy is ultimately one of a fascinating attempt at genre subversion rather than a landmark achievement.