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Review of Choo-Choo Charles on Xbox Series X/S

by Jay Aborro Jay Aborro photo Dec 2023
Cover image of Choo-Choo Charles on Xbox Series X/S
Gamefings Score: 6/10
Released: 21 Dec 2023
Genre: Survival horror
Developer: Two Star Games (Gavin Eisenbeisz)
Publisher: Two Star Games

Introduction

If you had told a 1994 gaming editor that one day we'd be reviewing a game whose chief selling point is a homicidal locomotive with the arthropod countenance of a rejected Jim Henson puppet, we would have checked your floppy disk for viruses and asked whether you were still on dial-up. Choo-Choo Charles is an odd duck-or rather, an odd train-born from a viral trailer and a DIY developer's dream. Created by Gavin Eisenbeisz under the Two Star Games banner, it promises a compact, eccentric survival-horror romp in which you pilot a gun-toting train around an island trying to stop a spider-train hybrid named Charles from eating the locals. The premise is arresting in the way late-night television adverts are arresting: you can't quite look away. This review approaches the game with the sober, print-minded seriousness of a 1990s magazine columnist who still measures time in issues and ink. Choo-Choo Charles trades in a simple, memorable high-concept idea: what if Thomas the Tank Engine had a very bad night and forgot to be wholesome? The result is uneven, entertaining in patches, and frustrating in others. It's a zipper of ingenuity and rough edges, all stitched on the scaffolding of Unreal Engine 4 and personal ambition. For anyone expecting a sprawling AAA production, the tag "indie" should be read as the kind of warning label that used to appear under screenshots: "may contain rough edges."

Gameplay

Mechanically, Choo-Choo Charles is straightforward. You play as an unnamed archivist and monster hunter-the Archivist-summoned to the island of Aranearum after Charles devours your friend Eugene. Eugene's last gasp is the game's macguffin: find three glowing eggs that summon Charles for a final battle. The player's primary mode of transport, and indeed primary weapon platform, is a train equipped with a machine gun and, later, heavier ordnance. The island is an interconnected open world of rail lines leading to quest hubs where NPCs dispense keys, upgrades, and the occasional word of grim encouragement. Quests are serviceable and small-scale: fetch-object errands, mine keys, reward exchanges. There are four main NPCs who drive the narrative and hand out access to the mines where the eggs are hidden. You also contend with cultists-hostile island denizens who guard those eggs and the island's secrets. The design encourages stealthy infiltration of mine areas, with the option to be considerably less subtle by mowing enemies down with train-mounted guns or even plowing through them. Stealth sections, particularly the on-foot segments, have been singled out by critics as the game's weakest link; they are clumsy and often feel tacked-on, an uninvited footnote in an otherwise vehicle-centric design. Combat against Charles is the ostensible pièce de résistance. He periodically stalks the island, a looming threat that turns simple rail runs into tension-filled chess moves: do you flee, fight, or try to trick the monster onto a prepared trap? The final showdown requires juggling weapons, managing fuel for the train, and using collected scraps to patch and power the locomotive during the fray. It's a conceptually solid boss encounter that flirts with cinematic grandeur-Charles goes through a "Hell Charles" transformation during the finale and meets a suitably melodramatic end atop a rigged bridge. The ending leaves a crack of narrative wiggle room with a post-credits reveal of a cavern full of eggs, implying a potential return for the beast. Where Choo-Choo Charles loses traction is in its brevity and polish. Completion takes roughly three to five hours, and several reviewers have noted that the central idea has been stretched thin rather than enriched. The game occasionally lurches into moments of genuine creative flair-a rocket launcher aimed at a spider-like locomotive is a silly and satisfying sight-but those moments are unevenly distributed. Patches and updates, including a Nightmare Mode with permadeath and a fresh soundtrack, show the developer's commitment to expanding the package, but the base game's pacing can feel like a concept sketch left half-colored.

Graphics

Visually, Choo-Choo Charles wears its indie origins on its sleeve. The monster design is the star: Charles is memorably grotesque, a mechanical arachnid whose proportions and animation sell the idea without becoming a technical showpiece. The island environments are functional and moody rather than lavish; textured cliffs, repeating foliage, and serviceable interiors do the job of setting tone but rarely astonish. Using Unreal Engine 4 gives the game a modern underpinning, but the art assets at times betray budgetary limits-repetition and some rough animation loops rear up in places that are meant to be immersive. Performance and fidelity are not the chief selling points; atmosphere and concept are. Sound design aids tension in intermittent bursts: the clatter of rails, the groan of metal, and a synth-laced score in Nightmare Mode help sell the uncanny. Critics described parts of the experience as "janky" and "barebones," and those adjectives apply mostly to minor collision glitches, occasional AI oddities, and the tacked-on feel of the on-foot stealth play. If you approach the game as a strange, short horror vignette rather than a polished AAA train sim, the graphics do what they need to do-convey menace and personality-but won't win any art direction awards at E3.

Conclusion

Choo-Choo Charles is a fascinating oddity in a decade that has forgotten how to be weird without being coy. Its central gimmick-an evil spider-train-gives it an immediately viral identity and a handful of genuinely memorable sequences. The game's brief runtime, rough edges, and fussy on-foot stealth sections prevent it from achieving the kind of sustained brilliance its premise promises. It is, in equal parts, a clever bit of indie mischief and a reminder that high concept needs patient filling out. For a 1990s reviewer accustomed to grading on entertainment value, mechanical coherence, and the price of admission, Choo-Choo Charles earns a middling commendation. Its design and development story-one creator, visible passion, and a healthy appetite for homage and horror-deserve applause. At the same time, those seeking a deep, polished horror experience will likely feel shortchanged. Treat this as a strange late-night horror special: worth staying up for once, fun to recount to friends, but not the sort of thing you line up for twice. Score: 6 out of 10.

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