Kentucky Route Zero:
Kentucky Route Zero: The Ending of A Seven Year Journey Approaches
Kentucky Route Zero: Is it the Journey or the Ending that Matters, if they are Both Enigmatic?The best Interlude is Interlude III, Here and There Along the Echo. It's just an old telephone, not a dial one, but one with a cord and ten number buttons on the box. A scrap of paper displays the number 270-301-5797. Pick up the receiver with an invisible hand and position it near your (invisible) ear, then dial the number. You've reached an automated guide to the Echo River. Interlude III is one of the few parts of the game that is voice acted, and there is no text to read. A drawling voice offers a menu of options to explore. One can learn about historic sites, forgotten locations, towns with no roads, types of water, local foods, bats, insects, and sounds like subterranean birds or organ music. The bodiless voice offers random musings, extensions for additional information, and opinions about Hard Times Whiskey, Lake Lethe, and Emily, Ben, and Bob.
The introduction of the Echo is necessary because the companions spend Act IV on its waters. But it the new locations till jolts because there's no mention of it prior. The Echo is an interesting variation on the Zero, but it also seems remarkably familiar. The company of Conway (with a skeletal arm in addition to the leg), Shannon, Ezra, Junebug, and Johnny, join the crew of The Mucky Mammoth, Clara, Will, and Cate. Floating laconically on a boat with a massive mechanical mammoth strapped to its back leads them to a floating gas station, a bar on a beach, a psychological testing center, a floating restaurant, and the Echo Valley Central Exchange. This underground river also includes a bat sanctuary and mushroom farm. I nearly felt like a part of the family myself, witnessing the closeness of Shannon and Conway, and the sweet relationship of Junebug and Johnny as they contemplated adopting Ezra.
On a side mission, Conway, his dog, and Shannon, separate from the Mammoth. Floating on a dingy through the ephemeral underground setting, Conway reencounters the Distillery skeletons, but Shannon can't see them. By the end of Act IV Conway abandons his quest. If Act III had made me uncertain where the game was going, the company's diversion onto the Echo left me utterly perplexed. Act IV nears its end as Shannon rejoins the Echo river, and encounters a dozen poetically written vignettes in just as many minutes. While the previous acts introduced the travelogue aspect, the Echo is able to highlight the stories of the forgotten, the lost, the separated, and the people surviving on the margins.
At the end the remaining companions abandon both the Echo and Conway's truck (which had been loaded onto the Mammoth) to venture out into the sunlight.
The final Interlude, Un Pueblo de Nada (right click the screen and select play), features the recurring characters, Emily, Ben, and Bob as they produce a news show at a small local station. Playing as Emily, the player clicks around the room. It's an incoherent broadcast in the midst of a massive thunderstorm. People on and off screen repeatedly become distracted and discuss personal stuff, as the room starts to flood. It might as well be raining inside. After some electronic trouble midway they resume, only to suffer a cataclysmic ending.Act V, the End, is a single extended scene, as Shannon, Clara, Ezra, Junebug, and Johnny climb into a city recently ruined by a gigantic thunderstorm. For the first time the player controls not a person, but a cat, chasing a dragonfly around the flooded town. The animal observes the conversations of others, offering insight with an immense variety of meowing sounds. The surviving populace wanders about inspecting the remains of their beautifully depicted town, as dark shadowy people stalk the remnants. The company gathers at a pure white building composed only of two walls and a roof, and discusses rebuilding the community. It's the sort of idyllic agricultural small town paradise like a modern Brook Farm.
The Act, and Kentucky Route
Zero, concludes with a funeral for two semi-wild horses, The
Neighbors. The remaining residents, some who plan to abandon the
town, sing, and then the companions retreat to their white structure.
Every Act of Kentucky Route
Zero plays differently. Not enormously, not unrecognizably,
but distinctly. Each Act includes a different travel section.
There's the travel by map of Conway in his truck, flying on the back
of a massive eagle, driving on the Zero, floating along the Echo, and
just not going anywhere. Movement alters from Act to Act as well.
Conway throws horseshoes, injures his leg and shuffles along with a
limp, is cured and dances down the street like a twenty year old.
The cat in the final Act chases the dragonfly. Each Act contains at
least one songs, with all aside from Too Late To Love You Now,
expressing a Christian theme. They range in style from a calming
synth-rock, to bluegrass, to something one of the characters calls
whisper rock. The point and click mechanic also varies across the
length of the game. The developers valued introducing variation.
The game doesn't fundamentally change, but the variations create a
new experience from Act to Act.
The journey may run out of gas by the end, but that offers time to reflect on the people along the roadside.
Recent:
Who Knows the Cause of Unexplained Phenomenon
Relevant:
The Last Express: A New Trip on an Old Ride
Hellblade: Fighting the Ghost of Norsemen
Technobabylon: Cyberpunk, Episodic, Puzzle Solving Adventure
Comments
Post a Comment