![]() To give away too many more details about how Kentucky Route Zero unfolds would be to ruin its magic for those who have yet to experience it but, over the course of the five acts here – five acts representing a journey which started way back in 2013 – the quality of the writing, the art, the music and the amazingly detailed animations never falter for a moment. At the beginning of the story, you may find an entire office floor full of bears somewhat comically strange, but by its end, you'll think nothing of greeting a boat full of electric skeletons as you quietly (and ever so slowly) make your way through a mysterious bat sanctuary. The absurd begins to seem normal, perspectives shift, time no longer seems to matter or make any sense and reason is something best left behind. Here, the only choices you really need to make, as the Zero funnels you along regardless, are what kind of person you were and what kind of person you want to be.Īre the friends you make along the way merely waypoints? Do they serve simply as help, sources of information in your quest to deliver your cargo, or will you begin to see them as more – perhaps even as family? Will you rush by on your way, or stay and just exist with them for a while? Progressing through the five acts which make up Kentucky Route Zero, you'll assume control of the various characters that you've met you'll fill in their backstories through dialogue choices, decide how they feel and respond to the people and situations around them and slowly but surely become utterly absorbed and emotionally connected to this most strangest of places. ![]() This is a point-and-click adventure, for sure, but not one concerned with having you solve puzzles or direct the flow of proceedings by making some correct decisions. You may find you somewhat forget about that and begin to focus less on the traditional objective at hand as this beautifully crafted game washes over you. You'll make your way through a space-altering forest to take a boat journey – accompanied by a woolly mammoth, naturally – down a strange river as you continue, in some form or another, to make your way ever closer to Dogwood Drive. You'll speak to a lonesome janitor at a church, now housed inside a storage facility he's not religious, but he faithfully plays recordings of mass every night, the priest and congregation now long gone. You'll make your way through strange and confusing landscapes, with your perspective constantly shifting are you inside or outside, or are you both? You'll visit the Bureau of Reclaimed Spaces to ask for directions but you'll need an ingestion card before you get any answers. But where is Route Zero? Furthermore, what, when, how and why is Route Zero? These are only some of the questions you'll likely ask yourself as you venture further and further into the bewildering depths of this magical realist adventure.Īs you burrow down into the subterranean depths below this hyper-stylised mash-up of modern and 1950s Kentucky, you'll meet and befriend a cast of exquisitely-realised oddball characters. Joseph informs you that in order to reach Dogwood you must take Route Zero. ![]() Somewhat lost, you pull up to a gas station on Route 65, Equus Oils, and speak to Joseph who sits quietly on the forecourt in an armchair. You assume the role of Conway, a grizzled delivery driver who, along with his dog, is in the process of taking a cargo of antiques to 5 Dogwood Drive. ![]() Kentucky Route Zero begins simply enough.
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