Conway, a truck driver for an antiques shop, is tasked with making a delivery to an address he doesn't know. In his search for it, he discovers a secret highway in the caves beneath Kentucky, and meets the mysterious folks who dwell on it.
Unique atmosphere, a ton of talent in writing, sound design, visuals. Would absolutely love to read it as a book or a graphic novel, watch it as an indie film or an animation... Honestly, anything but a game.
As a game, it's an experience so excruciatingly boring and unengaging that I would literally rather do my stupid shitty job rather than play it. From what I saw in the first two Acts, your entire agency as a player is reduced to selecting artsy absurdist lines of dialogue from a couple of equally bewildering options, and it makes absolutely zero difference what you choose, because other characters or the environment react to these statements in equally absurdist poetic ways. It's like a crushingly slow beat poetry mad libs: the game.
When you're not doing that, you're either walking very slowly through a minimalistic environment or reading walls of cryptic text. That is, as far as I can tell, the entire game element of this critically acclaimed video game.
I have a high tolerance for boring art, I watch art house films, I've read and enjoyed difficult books, so I'm not asking for everything to be slop with robots, murder or swords. But the point of the games as a medium is interaction. If you want to make it artsy - more power to you, there are plenty of examples where that works perfectly.
But if I'm playing a game, I want to have meaningful interaction with your cryptic pretentious world, I don't want to be a glorified page-turning mechanism. If I wanted to read a book, I would read a book. In fact, this is exactly what I'm going to do after frustratingly closing this "game" for good.
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This game moved me to tears in the most beautiful way- not from challenge or overcoming any tough sections or obstacles, but because of how the player interacts with the story.
It's an adventure game without puzzles - the game is oriented only around surreal visuals and a narrative that is driven by the player, as you play. What dialogue option is chosen then becomes the character's truth, creating an incredibly unique and tailored experience.
I connected with a lot of the characters in this game, but the sequencies with vocal music simply shook me everytime, often something I still think about and how I play games now.
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southern gothic and magical realism meets point and click adventure
This is one of my personal favorite games of all time. The creators, Cardboard Computer, worked on this game in an Act structure for nearly a decade. the experience of playing this game is other worldly to me, and contains a wonderfully dense, and beautifully dark and magically surreal narrative. This is less of a game that you "play" and more of one that you experience as an encounter. I know that sounds pretentious, but through a point-and-click interface this game treads the line between game and novel, through a medium that only video games can offer. I highly recommend this for people who are fans of southern gothic novels like those of Faulkner, O'Conner, and others. KR0 contains some of the most beautifully constructed and emotionally resonant moments I've ever experienced in a video game. At times KR0 feels like theatre performance, art installation, and lo-fi and low attended basement music show. There is something so alluring to this game that It's hard to explain the narrative without forcing meaning to those who have not played it. I highly encourage those that are looking for something more emotionally involved, thought-provoking and surreal to give this game a try.
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[PL] Obywatel Kane z całym ciężarem tego porównania. Literacka perła o więziach w czasach kryzysu i hauntologiczne spojrzenie na peryferyjną Amerikanę. Meandruje.
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This is a wonderful game that truly isn't for everyone. It isn't concerned with having to tell a large definitive beginning-and-end story. It would rather present scenes and characters and experiences that are interesting to read and watch. There isn't any handholding you to the point of the game, in fact there isn't really any one main point. But instead lots of little points that build an atmosphere and tell you stories that will hopefully stick with you. I loved this game. I don't know that I will ever play it again, but that's because it wouldn't really offer me anything. I have already experienced the characters and settings and stories. To do so again wouldn't change the experience I had with it.
Anyways, if you enjoy a slower paced story and enjoy a little bit more experimental storytelling, you might like Kentucky Route Zero. If you need your stories to have satisfying and explosive endings and twists, this might not be for you.
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One of those games that people like to mention as their favorite so that they can feel smarter than anyone else. It’s great that there are still video games that try to do something different and experiment with storytelling, but I can’t imagine anyone with a decent background in art and literature being blown away by this mediocre theatre script dressed up as a point and click. It would have been much more convincing as an art piece if the developers actually cared to work on the presentation. What’s the point of developing a game if 80% of the events are only described by walls of text without any visual support? The eerie atmosphere and surreal visions along the way are truly captivating, but unfortunately, constitute a very small portion of the game.
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^ that and deeply depressing, ambient soundscapes/field recordings highly inflected with folk and rock music, general sense of gothic bleak Americana, dreamlike surreal sense of time and narrative, death death death, etc.
That ending scene is the only time I’ve ever cried at a game, and boy did I SOB