10:19PM

QCF: Kentucky Route Zero: Act 2

fter several months of waiting, we finally return to Kentucky Route Zero only to find that things are more bizarre than what they seemed. At the end of the first episode, as Conway and Shannon stare off into what must be Route Zero, I imagined that the many questions I was left with would have some form of an answer after I hit the road. As I know now at the conclusion of Act 2, the answers will not come as easy, and that dealing with the questions is what makes this experience unlike any games on the PC right now.

The story begins with Lula, an artist at the Bureau of Reclaimed Spaces throwing away what seems to be another rejection letter. Detested, she continues to go through her normal work activities where churches are turned into distilleries and the chain of command when attempting to file paperwork can become some sort of purgatory. Our protagonist will soon find this out, as he limps slowly towards the building which seems like it's neither outside nor inside. That one particular fact really describes this entire experience so far: What is real, or what just seems to be real? It’s apparent that something is not right on these roads as Conway attempts to find his destination, and every visual clue seen in this office reminds us of that.

I won't spoil some of these particular moments. However, what I can discuss is the almost 15 minutes I spent going through the same three people to file one piece of paperwork in order to find a doctor. Social commentary on the bureaucracy of any administration aside, I appreciated that the game allowed for me to go in circles having each associate telling me I did not have the necessary clearance for something, and would need to have it approved by the head of a particular department. Purgatory, like I said.

We finally are lead to a doctor that patches up Conway’s bum leg, only to find that his apparent residency is in some sort of museum. A museum where people actually live, frozen in time almost like they were plucked up from where they were supposed to be and put on display. Navigating this area was difficult at first while attempting to rotate around the building to each display and speaking with the residents. Speaking of navigation, traveling the actual Route Zero is eerie, as it is not an actual highway, but more of a channel. Spinning from left to right will lead to different areas of interest, using landmarks almost like a combination to a padlock. Like I described earlier on, the questions from the first act are not close to being answered, and more questions continue to bubble up from these crazy scenarios.

The community of people led us to some sort of conservatory on the roof where a young child informs us that the doctor has gone into the woods, and that he will be able to take us to him. In typical fashion of Kentucky Route Zero, we travel in the most extraordinary way possible to the woods, where after momentarily taking the role of the small child, we are lead to the ending of the second act. This scene in the woods is very reminiscent of the moment in Act 1 when navigating the all but abandoned mines. The sense that someone is still here, but gone at the first glance. Also, the bluegrass music makes a return in this scene, all but cementing this haunting feeling that traveling Route Zero is not like any normal drive.

Kentucky Route Zero is a game that is meant for water cooler discussions. Moments that are only implied and not directly described, as well as dialogue options that allow the player to create their own narrative makes the game not only an experience but an investment. I can honestly say that each conversation with Conway’s canine companion, which I named Blue, is always important to me. The story is gripping, for reasons I don’t even know yet. And of course, visually the game is art in motion. The construction of the characters and the scenery is simplistic and effectuate at the same time. As we navigate through this mysterious tale together, I recommend to everyone to play through and experience it firsthand.

 

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Reader Comments (2)

Sarah and I really enjoyed part two as well. The last part of the museum as well as the forest sequence at the end were breathtaking! Traveling the Zero itself was hypnotizing. I really like the way you describe it: "using landmarks like the combination to a padlock". It was a haze, and I was struggling for a way to describe it myself, but in the end that's exactly how we felt. Those landmarks being the same things inside the mine in Act 1 is fascinating stuff.

June 25, 2013 | Unregistered CommenterMoosiferX

I never even made that connection about the items from Act 1. That blows my mind!

June 26, 2013 | Registered CommenterPress Pause Radio
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