Bad company
A short animated sequence kicksThe Last Workerinto gear, reeling off the games backstory with breezy efficiency.
So what does happen in that opening animation?
), to spend their working lives plucking products off shelves to order.

But when she gets pregnant and quits, he stays behind, living full-time in the warehouse.
Jungle smothers the entire retail market, and Kurt becomes, well, the last worker.
As one character points out, all youre really doing here is playing fetch in a tedious routine.

Reaching each parcel becomes a race against time.
Launching them towards the chute from distance is a risk-reward challenge, since dropped boxes incur penalties.
Theres guilty pleasure in playing the diligent corporate drone, extracting satisfaction when you gain a coveted J rank.

Now each day brings with it not a new shift, but a new mission.
But what really flattens them is that they dont feel exciting or liberating in contrast to the work sections.
They feel like more work.

It feels like an old Simpsons joke being stretched to snapping point.
And unfortunately, the material they get to work with never quite zings.
Or in other words, whos still buying all the crap youre sending out?

The broad-stroke approach to satire seems especially raw when it comes to the games central theme automation.



