The Mystery of the Lindfield Theatre
Walking into a derelict building in a video game usually means you’re about to be jumped by a zombie or a ghost. Not here. When you boot up The Last Show of Mr. Chardish, you’re greeted by the heavy, humid silence of the British countryside and the creak of a theater that has clearly seen better days. You play as Ella McLane. She’s an actress, now in her later years, returning to the stage where her career—and her most complicated relationship—began fifty years ago.
Honestly, the setup feels like a classic "walking sim," a genre often unfairly dismissed as boring. But there is a specific kind of magic in how developer Punk Notion handles the narrative. It isn't just about reading notes left on dusty tables. It’s about the fact that Robert Chardish, the director Ella left behind, didn't just write plays; he lived through them.
The theater is a shell. It's 1976, and as you poke through the refuse, you realize this isn't just a trip down memory lane. It’s a post-mortem of an obsession. Robert was a man who sacrificed almost everything for his art, and as Ella, you’re basically piecing together the wreckage of that choice.
What Really Happened in The Last Show of Mr. Chardish
The game is structured around five distinct "plays." Think of them as interactive memories. One moment you're in the "real world" (the 1970s theater), rendered in a crisp, near-photorealistic style. The next, you put on a mask and are sucked into a world that looks like it was painted with a thick brush and a lot of feelings.
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These segments are where The Last Show of Mr. Chardish separates itself from games like Gone Home or Firewatch. Each play has its own gameplay logic. In one, you’re a robot mirroring your own movements to solve puzzles. In another, you’re a musketeer-type character fighting back pests. There’s even a segment where you’re a bird flying toward the horizon.
The Five Performances
- Solitude: This is the first play you encounter. It’s a literal representation of Robert’s early days at the theater. You use spotlights to reveal paths that don't exist in the dark. It's a clever metaphor for how a director brings things into existence simply by focusing on them.
- Symmetry: You control a robot in a factory. Sometimes you're controlling two at once. It’s clunky on purpose, reflecting the rigid, mechanical nature of Robert's middle years when the business side of theater started to grind him down.
- Anger: Things get a bit more aggressive here. It’s shorter, punchier, and deals with the creative frustration that eventually pushed Ella away.
- Ascension: This one is a favorite for many. You’re a bird. You fly. It feels like a brief moment of freedom before the weight of the past settles back in.
- Daydreaming: This is the emotional core. You’re a painter bringing color back to a grayscale world. It’s deeply bittersweet because you know, as the player, that the "color" didn't stay in Robert's real life.
Why the VR-Painted Aesthetic Matters
You might notice the plays look... different. The developers used VR painting tools (like Google Tilt Brush) to create the assets for the play sequences. This isn't just a gimmick. It creates a "hand-made" feel that contrasts perfectly with the cold, realistic theater in the hub world.
In the real world, Robert failed. He ended up alone in a crumbling building. But in the plays? He was a god. He could make staircases out of light. He could fly. The visual shift tells you more about Robert’s mental state than any dialogue ever could. He lived in his head because the world outside was too quiet, too disappointing, and eventually, too empty without Ella.
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The Comparison to Edith Finch
People always bring up What Remains of Edith Finch when talking about this game. It’s a fair comparison. Both use vignettes to tell a larger story about a family or a legacy. However, The Last Show of Mr. Chardish is much more focused. It’s not about a dozen different people; it’s about two people and the art that both united and divided them.
It’s also a lot shorter. You can finish the whole thing in about three hours. For some, that’s a downside. For me? It’s perfect. It doesn't overstay its welcome. It says what it needs to say about regret and moves on.
Technical Hiccups and Limitations
I’ve got to be real with you: the game isn't perfect. Some of the platforming in the "Anger" and "Symmetry" segments can feel a bit floaty. If you’re playing on a keyboard, the switch from first-person (exploring the theater) to third-person (the plays) can be jarring. I highly recommend using a controller if you’re on PC.
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Also, if you're looking for a "happy" ending where everything is resolved and everyone gets a hug, you're in the wrong place. This is a story about the "last" show. It’s about the things we can’t take back. It’s melancholic, and it’s meant to be.
Is It Worth Playing in 2026?
Absolutely. Especially if you’re a fan of narrative-heavy games that actually try to do something different with their mechanics. It’s a small, intimate experience that feels like reading a well-worn novella.
If you decide to dive in, keep an eye out for the notes and radio interviews scattered around the theater. While some are just "flavor text" (like invoices for hairpieces), others provide the actual context for why Robert and Ella stopped speaking. The game doesn't hold your hand through the emotional beats; it expects you to pay attention to the subtext.
Actionable Tips for New Players:
- Play it in one sitting: The emotional arc works best if you don't break it up. Since it's only 2-3 hours, it’s the perfect "movie night" alternative.
- Use a controller: The third-person platforming segments are much smoother with an analog stick than with WASD.
- Check the dressing rooms: Most of the missable lore is tucked away in the side rooms of the Lindfield Theatre. Don't just rush to the next mask.
- Listen to the soundtrack: The piano score is genuinely top-tier. Use headphones to catch the subtle environmental sounds that build the atmosphere of the abandoned theater.
The beauty of this game isn't in its complexity. It’s in its honesty. It acknowledges that sometimes, the "great" artist is actually just a lonely guy who didn't know how to tell his partner he needed her. By the time the curtain closes on the final act, you’re left with a profound sense of what it means to leave a legacy—and the cost of building one.