ValeVelKal
Arcane
- Joined
- Aug 24, 2011
- Messages
- 1,605
I really tried to like it because it is the cool thing to like, but I really disliked the game. Boring and pretentious, not even that beautiful.
I really tried to like it because it is the cool thing to like, but I really disliked the game. Boring and pretentious, not even that beautiful.
Kentucky Route Zero has, among other things, always been about loss--how we come by it, and what is left after. By the time the last episode came around, the game felt heavy with it, like when your clothes are soaked. The loss of a leg, then an entire body, then a friend, then a town. The loss of a home, a place to be, the ability to be anywhere at all. Debt ate people alive like a wasting disease, drove them to self destruction, or when all else failed, simply crushed them. Capitalism does this, over and over again. It marks out the contours of so much of our suffering, like a mime doing that invisible box thing. You can’t see it but the walls are there all the same, and it’s shrinking. You are left with the feeling that you’re managing loss, just deciding when is the best time to let another thing go. An empty space is still a thing, even if it's defined by absence.
6/10 you must be kidding, this is one of the best videogames ever made
the last Act is really disappointing
The ending answers none of the questions until that point
Horror movies and games usually don't scare me at all, the only thing that I've ever found frightening was House of Leaves.
The Zero fucking gave me shiver. It feels like you're being stuck inside a gigantic cobra. HOW THE HELL DID THEY DO THIS.
House of Leaves is great, by the way! Thinking about ordering The Familiar bricks.
the last Act is really disappointing
The ending answers none of the questions until that point
I wrote earlier in this thread how this is the perfect ending and what it means, lol.
So, I finished this one again after a few months as was recommended here, taking the chance to pick options I didn't choose in my first playthrough, especially during the 4th act. The extra content is enough for me to raise the game to a 7/10, barely, but only if you like this type of games. Chapter 4 is definitively the weakest even if it has lots of content, as it strains my suspension of disbelief by having an entire community living in an underground river just like that, with somewhat inane stuff such as a telephone floating in the middle of nowhere. I know it's magical realism and all of that, but the thing is that it's hard to take seriously (the endless walls of text don't help either). The crew of the ship is not particularly interesting nor it matter because you won't see them ever again, and Clara is a nobody that literally joins at the last minute.
Regarding the protagonist's final fate,
An interesting theory I found online is that Conway is absolutely dead or dying, and nearly everyone else but him are spirits or such. That's why you can see weird shadows during the mine of the first chapter that you can see clearly while you play as a cat during the final chapter, because cats can see the dead or some shit. That would explain why the weirdos that provide live music from time to time ignore Conway but pay attention to Shanne during the last chapter. OR why you can stumble upon that hidden but very interesting scene in the Zero where Conway sees himself as a ghost back in the mine.
Not that it matters because the whole thing is a loop, a cycle of guilt that probably never ends and whose final result probably matters little, as the malevolent Company will take over the Pueblo de Nadie as one random NPC mentions.
It's also a bit vague time-wise as it seems the flood happened a long time ago, but you find people that seemingly escaped the destroyed studio just recently in the last chapter.
It's also interesting that Conway's regrets over Charlie are referenced over, over and over during the game even by seemingly unrelated people, as if the whole thing was his personal hell.
In any case, it's an interesting experiment, even if it took FOREVER to complete. I suppose poor management is to blame and/or the three devs making too many weird experiments like the whole thing about the Ebay phone that was apparently a real thing.
I'm not sure if the ending was clear from day 1, or if it was decided later. I believe they had some idea how to end this, but they were lost on the specifics
I suspect the horses you see in Marquez's home are the same you see in the final chapter, as the house they're next to is the same destroyed one you can spot during chapter 5, but I'm not sure.
In any case, it was fun to play and has tons of RL references for good or bad.
Sequel when?
I was all set to fire this up until fan(s) of David Lynch and House of Leaves started heaping praise on it.
A New York Times GOTY seal might have been the only redder flag for me.
With these interfaces co-existing, overlapping and criss-crossing, deconstructing the
grands récits
of human-computer interaction, and destabilizing the linguistic locus of the text through multiplication of translations, we could only call this event "The Postmodern Update".
The Devs are not dead! They just released a QoL update!
https://store.steampowered.com/news/app/231200/view/7038615889397930405?l=english
Postmodern Update
The first major update since 2020, UI overhaul, adding new languages and features.
We're excited to share with you our first major update to Kentucky Route Zero since the release of Act V in 2020. This update includes a
major overhaul of the user interface
, called "Modern" mode,
new language support
and improvements to existing translations, and a sprawling rhizome of
bug fixes and improvements
.
The new "Modern" interface is designed to be
more flexible and readable
on a wider variety of devices, including
tablets
and the
Steam Deck
. But we've also overhauled and improved the "Classic" interface from the original release, and its lo-fi companion, "Retro."
With these interfaces co-existing, overlapping and criss-crossing, deconstructing the
grands récits
of human-computer interaction, and destabilizing the linguistic locus of the text through multiplication of translations, we could only call this event "The Postmodern Update".
We plan one more update in the near future, in which we plan to add line rendering improvements for high resolutions, and full multi-touch input on the Steam Deck.
Features and improvements:
-
Switch freely
between "
Modern
," "
Classic
," and "
Retro
" modes.
-
New translations
: Arabic, Brazilian Portuguese, Chinese, Polish, Swedish, Thai, Turkish.
- A new Japanese translation.
-
Steam Cloud sync
.
-
Zoom
in on details in the scene by holding the right mouse button or gamepad trigger, or pinching the screen.
- Improved
touchscreen support
makes the game 100%
hot dog compatible
.
Special thanks to Echo River Translators for the Chinese translation and Tsuchiya Ayumi for the new Japanese translation.
We're always-already grateful for your support, thank you for playing!
-jake+tamas+ben
Technical Note: This update also moves the save/settings location, as writing data to the "Documents" folder has become problematic in recent operating system versions. Your save and settings data should automatically be copied to the new location when you run the game. See README.txt / RELEASE_NOTES.txt in the game's folders for more detail.