Transitioning mobile games to PC is a fickle thing. Going from a platform primarily played in short bursts while waiting in line or for a call, to one that people tend to set aside hours of their time to play something more substantial, often leaves mobile to PC ports feeling watered down; too shallow to keep the players interest when there is so much else to play and better left on the platform they originated on. This isn't to say I'm in any way opposed to mobile games coming to PC, but the way games are approached on the two different platforms is so different that it's often hard to bring one to the other without losing something along the way.
Last Knight fits into all of this for the fact of it being an endless runner, a genre often cited to have began with Canabalt but was certainly popularized with mobile games like Jetpack Joyride and Temple Run. Toco Games aren't looking to make just another runner however. Instead, there's a clear vision at the core of Last Knight that they feel the genre has room to grow past its time waster roots into something more compelling and engrossing. Fantastic visuals are the first to sell this idea, with noticeably higher production values than you see in most games of the genre, with tons of color and visual effects making for an impressive display that really makes you feel they're onto something. Looking past the pretty graphical prowess however, the game begins to show it's not as far off from its shallow contemporaries as it would like you to think.
Though split into three modes, classic endless running, a campaign, and a still in production choose-your-own-adventure experiment, the gameplay of Last Knight is relatively the same throughout all of them. Mounting your horse and grabbing a lance, you ride through levels dodging left and right between obstacles, jumping gaps, grabbing coins, and occasionally hitting an oncoming rider off his horse. It's a traditional but perfectly solid design, whose flaws lie in how actually playing it feels.
Endless runners rely on quick reflexes, which in turns require you be able to see the obstacles in front of you in time to react to them. Last Knight fails both of these by positioning the camera in possibly the worst view it could be, creating a painfully low draw distance that barely allows you to see ahead of you at all, but certainly not enough to dodge obstacles consistently with how slowly your rider moves from side to side. It makes death feel cheap and random, like you simply got unlucky by being on that side of the screen when they through something at you you had no chance to avoid. I also found myself feeling rather seasick from the view angle, which for those often prone to motion sickness in games may make the game unplayable.
Last Knight fails again in regards to making itself a game that players want to return to. Level designs are decent when you are going through the story and only seeing each area once, but in endless mode it quickly becomes obvious how little variation there is between sections, and as a result I became bored of the mode after only a handful of runs (which for an endless runner is essentially a death sentence).
I can't recommend Last Knight for a variety of reasons, but perhaps the biggest one is that for how hard it tries, it winds up even less than the free (some would say throwaway) runners that populate mobile and flash gaming. It's impressive visuals can only do so much to hide the dull and forgettable gameplay underneath, that all the while did nothing but make me wonder why I wasn't playing any number of other games instead. I'd like to say Last Knight still has potential, that while it's still in early access it has time to be reworked and improved into something more enjoyable, but at this point and with how tightly ingrained its issues are I'm really not sure it does.