This world is not my home
If the movie Inside Out taught us that sadness is a necessary and complex emotion, Kentucky Route Zero is that ideaās logical endpoint. The three acts released up to this point have been sublime, presenting a world and characters mired in a deep melancholy. Nothing that happens in the game is particularly tear-jerking or intense; Kentucky Route Zero is just sad. It’s not an inescapable sadness — rather, it’s the kind that is usually bookended by some kind of peace. Thereās light ahead of you and behind you, but you need to make it through the darkness first.
Iām on record as a staunch proponent of the gameās first three acts. I replayed them in preparation for this review, and I still get full-on chills from the scene in the forest, or the song in the bar. Kentucky Route Zero is a high watermark for games as a storytelling medium, incomplete as it may be.
Thereās still plenty of time for the finale to screw everything up, but for now, Act IV is a beautiful experience — a tremendous continuation of what came before and a singular work devoid of context.
Kentucky Route Zero Act IVĀ (Linux, Mac [reviewed], Windows)
Developer: Cardboard Computer
Publisher: Cardboard Computer
Released: July 20, 2016
MSRP: $24.99 (All Acts)
[This review contains spoilers for the previous acts.]
Iāve always been enamored with Kentucky Route Zeroās tone. It feels like the game takes place in a depressed version of Silent Hill; an unnatural world, but more curious and self-reflexive than actively harmful. Personal strife is exacerbated in the Zero, but thatās because of this worldās lax rules. The game even makes the word āZeroā look unnatural, like dark clouds are passing over that one part of the subtitles.
Just because the game isnāt overtly happy doesnāt mean itās actively oppressive. Kentucky Route Zero has made peace with its depression, offering regular moments of levity and hope. Even characters in bad situations arenāt too bothered about where the current of life has dumped them. The gameās intimacy forms a sort of coziness, but the underlying sorrow makes the coziness feel like curling up underneath the blankets on a cold day after youāve come to the realization that your partner is about to dump you. For weeks, your relationship with them has been distant and you can almost see the months of loneliness ahead of you. But that comes later; for the moment, you feel warm and thatās the only thing that matters.
Every character is struggling with a form of loneliness, some more successfully than others. Shannon (the real protagonist, despite Conway taking up the majority of the playerās time until Act IV) is constantly reminded about her ambiguously dead cousin. Conwayās oldest friend is losing her mental faculties, and she will inevitably forget he exists. Ezraās parents left him at a bus stop. Even Junebug and Johnny, characters defined by their relationship to each other, are lonely in a pair. No matter what dialogue the player chooses, there is no escaping this subtle isolation.
At best, characters are looking to escape from a state of malaise. At worst, they have essentially fallen before their personal ghosts. In the first act, Shannon asked Conway if people can be haunted; Act IV offers a fairly definitive answer. The use of the word āghostā in lieu of the more popular ādemonā is a fine example of Kentucky Route Zero‘s precision. New cast member Willās slipping memory isnāt a nefarious tormentor — rather, itās something he has to live with. Not every problem is a horrible curse to be overcome. Some things canāt be fixed, and itās our job to make the best of a bad situation.
Willās gradual amnesia plays into Act IV underlying theme: memory. Act I was about the inescapable past, Act II was about social performance, and Act III was about debt (both metaphorical and literal). When Kentucky Route Zero examines a heady concept, it chooses to do so through the oddball inhabitants of the Zero, rather than slamming you over the head with on-the-nose dialogue. When Conway talks about how his boss Lysette will one day forget him, it doesnāt feel like Kentucky Route Zero is forcing that conflict for the purpose of forwarding a theme. Rather, itās a character beat that fits the tone, which also fits the gameās themes.
Thereās an extended sequence around the middle of the act (itās worth noting this is the longest act to date) where the characters make a pit stop on their journey to participate in a university-funded human memory study. The sequence is framed as a flashback presented entirely through security cameras, with unseen researchers commentating on the groupās actions.
Itās a clever diversion on its own, but when the researchers occasionally make off-hand comments about Shannonās cousin and the boy Conway blames himself for losing, it takes on another dimension. To these unseen voices, nothing the player has done matters. You havenāt solved the mystery of Weaverās disappearance, Charlie isnāt coming back to life — in fact, one of the researchers even dated Charlie in college and it only comes up as an afterthought. Nothing we do matters, and weāll be lucky if we end up as an offhand topic in somebody elseās conversation. On the surface, itās a bleak scene. But the dogged persistence of the protagonists to move forward (emotionally and literally) helps mitigate the gut punch. Obsolescence brought on by death is okay if youāre okay with it.
Structurally, the game has almost completely ditched the previous driving mechanic in favor of narration from Will. The group is taking a ferry through the rest of the Zero, still trying to reach Dogwood Drive and finish Conwayās last delivery. The ferry makes occasional stops — for gas, food, a telephone where Will listens to people recount their earliest memories — and the player is occasionally given the choice between two parallel stories. I took every opportunity to follow the characters I had been following, often eschewing the newer members of the cast. Thatās not a knock against the new characters, mind you! Iāve just become heavily invested in the story presented thus far, and I want to see as much of it as possible.
Although I have a fairly solid idea of how the story could possibly end (Junebug and Johnny have an IOU from the group that has Conwayās debt? What a coincidence!), Iām more than happy to watch the game take its time getting there. I really do enjoy these characters, and I canāt get enough of the world they inhabit.
Thereās so many great moments in Act IV that I donāt want to spoil, but if you found the first three acts emotionally resonant or even mildly entertaining, you will thoroughly enjoy this further exploration of the Zero. Thereās a particular scene outside a floating diner that echoes the walk through the woods that closed out Act II, reinforcing just how crucial Ben Babbittās soundtrack is to Kentucky Route Zero‘s rich atmosphere. Babbitt has tapped into a rare vein of Johnny Cash-esque depressing spirituals, switching between melancholic ballads and ethereal backing tracks as the scene demands. The soundtrack is simultaneously weird and familiar, just like the Zero itself. (Itās also free with every copy of the game, which is great.) Babbittās compositions for Act IV are unquestionably his best. Although the solo “Long Journey Home” and “Too Late to Love You” remain the series highlights vis a vis needle drops, that does not lessen the weight of the aforementioned diner scene.
Once again, for the third consecutive year, Kentucky Route Zero‘s aesthetic and direction hit their targets with aplomb. The world of the Zero feels handmade, meticulously crafted by a child who grew up watching David Lynch films. Also, itās not often that I talk about the way a video game is āshot,ā but the last shot of Act IV is so weighty that it left me emotionally drained. Itās not particularly subtle by any means, but after the preceding two hours itās certainly well-earned.
Just because the game trades primarily on its writing and visual elements doesnāt mean that mechanical interaction is completely ignored. For the first time, Conway is almost completely unplayable, representing his loss of control. Dialogue trees are less about getting the best ending, instead engendering a connection between player and player character. Like so many of the gameās other elements, the way the player interacts with the world is very subtle and precise.
To the best of my knowledge, there are few games released in the past few years that so accurately portray the complex relationship between hope and sadness. Kentucky Route Zero manages to do just that, exploring complex themes through the lives of equally complex people. The central thesis of the game — and the acts that comprise it — may not be easy to swallow, but to borrow a phrase from Act IV, thereās no shame in being forgotten. But thatās for people; if thereās any justice, Kentucky Route Zero will not be forgotten any time soon. This game is one of the best story-focused titles Iāve played in a long time, and I feel better for it.
Anyway, Kentucky Route Zero Act IV is fucking fantastic.
[This review is based on a retail build of the game purchased by the reviewer.]
Published: Aug 6, 2016 09:00 pm