Wireframe - #33 - 2020

(Barry) #1

60 / wfmag.cc


Review

Rated


Coming off the Zero


s has so often been the case
during the seven years it has taken
Cardboard Computer to get to the
fifth and final act of its highly praised
magical realist adventure, Kentucky
Route Zero’s conclusion took me by surprise.
We’ve spent four acts travelling through darkness


  • on night-time drives, in an abandoned mine,
    through mould-infested caves – on our search for
    Dogwood Drive, the location for the last delivery
    of beat-down antiques delivery driver Conway.
    Almost every light we’ve seen has been artificial,
    accompanied by an electric hum, in the many
    interstitial non-places we’ve travelled through –
    gas stations, warehouses, a roadside dive bar,
    the seat of a strange intersection between the
    arcane and the bureaucratic that is the Bureau of
    Reclaimed Spaces. However, just as Act I opened
    with the sun setting, Act V beings with the sun
    rising. It is bright and open in a way the game
    has never felt before. The small town in which it
    is set is dilapidated, but beautiful in the glow of
    the sun, showcasing a scene that is consistent
    with Kentucky Route Zero’s meticulously crafted
    aesthetic, but nonetheless quite unlike anything
    we’ve seen in the game up until this point.
    The same goes for the structure of Act V. One
    camera shot is used, situated high above the
    flooded town into which your band of travellers
    emerges to witness the aftermath of the previous


night’s terrible storm (a bit of context for this is
provided in Un Pueblo de Nada, the preceding
standalone free interlude that’s now been
incorporated into the main game). You control
a cat, and the camera follows you around 360
degrees as you drop in on conversations, echoes
of past events, or prompt an interaction with a
pointed “meow.” These vignettes speak to the
history of the place you are in and the present
situation of its characters, connecting the two in
a way that’s typical of Kentucky Route Zero and one
of its great strengths.
That Act V sees us emerging from the darkness
into the light certainly has some thematic
resonance with what this final act is trying to do,
but that doesn’t mean you should expect some
kind of happy, cheery resolution. Cardboard
Computer has long insisted that Kentucky Route
Zero is a tragedy and that it will end as such.
There are powerful emotional resonances built
through the heartbreaking personal stories of
its characters and the broader themes the game
has been playing with over the last few years. We
won’t recap all that here, but with the game now
a full piece that we can look back on in its totality,
it’s clear that this is a game in large part about
capitalism, or more accurately, the experience
of living in it. It is a game focused on its victims:
shamed, indebted, impoverished, lonely,
alienated. It is about the individuals, families,

A


Info


Review

GENRE
Adventure
FORMAT
PC (tested) /
Mac / Linux /
PS4 / XBO /
Switch
DEVELOPER
Cardboard
Computer
PUBLISHER
Annapurna
PRICE
£18.99
RELEASE
Out now

Kentucky Route Zero


Review

Rated


 Un Pueblo de Nada, the
interlude that precedes
Act V, was clearly something
of a testing ground for
Act V. I’d also suggest it
enhances your experience
of Act V, so play it first.

REVIEWED BY
Paul Walker-Emig
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