Official PlayStation Magazine - 04.2020

(vip2019) #1
085

REVIEW


INFO
FORMATPS4
ETAOUTNOW
PUBANNAPURNA
INTERACTIVE
DEVCARDBOARD
COMPUTER


KENTUCKY ROUTE ZERO:


TV EDITION


I should be so Kentucky


W


ith the TV edition, Kentucky Route
Zero, originally released on PC in
instalments over seven years, makes
its way to PS4 as a package with
some quality-of-life enhancements. Through
five chapters and as many interludes, you piece
together stories past and present surrounding
the mysterious Zero, a motorway leading to a
world below the US state of Kentucky.

You begin the story as Conway, a truck driver out
on a delivery for an antiques shop. What begins
as a routine search for his destination steadily
becomes the journey of several people, as Conway
loses his way and is inundated with requests and
issues leading to ever-increasing detours.
Ostensibly a point-and-click adventure, most
of Kentucky Route Zero’s interactivity is in its
dialogue choices. Throughout the game you
not only take control of Conway, but also his
companions, such as Shannon, an electrician he
meets in a mine, or Junebug and Johnny, a pair
of android musicians, by choosing what they ask
or respond with, or even who gets to speak at all.
Sometimes characters switch mid-conversation.
This flexibility leads to some standout scenes:
in one you direct Conway via the interjections
of several of his friends as he plays a hypertext
adventure game; another sees you choosing the
lyrics to a song during a performance. By chapter

IV there are so many different
points of view available it’s
worth playing the section
twice in order to find out what
everyone is up to.

HYPERTEXT DRIFTER
KRZ experiments with text, but
also with its stark, memorable
visuals. The occasional traversal
takes place on a map that is
rarely more than a few white
lines on black background, but
each of your destinations is
framed from striking camera
angles. Visual techniques range
from cutting a forest up in
vertical slices to a cave that
slowly unfolds before you as
you walk through it. Contrasts
between shadow and light and
a sparse soundscape often
result in a slightly unsettling
atmosphere that draws you in
just as much as the enigmas
you encounter on the Zero.
At its core, however, the
game brings people together
through relatable subjects such
as loss, economic downturn,

and the corporate greed that
often goes with it. Instead
of dipping into the corporate
satire so frequent in games,
KRZ focuses on the affected
through beautiful, meandering
prose, often held together by
little more than anecdotes.
The weird and magical, such
as people living in a museum
exhibit, or an office floor full
of bears, feels normal here,
not sinister in the way it does
in – for example – Remedy’s
Control. For long stretches the
very loose plot is as dark as the
game’s colour palette, but the
fifth chapter is more colourful
and ambitious in scope than
its predecessors. It really feels
like coming up after a long
timeunderground.

HARD TIMES SERVED @yourkyotowife


VERDICT

Kentucky Route Zero
feels like it looks, full of
sharp angles and dim,
melancholy colours.

Crams philosophical discourse,
art, architecture, and magical
realism into the story of one
drifter, resulting in a unique
experience that will leave you
thoughtful. Malindy Hetfeld
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