![]() ![]() It’s a description that is not necessary to the plot but adds to this feeling of surreality. ![]() He could never compare to his mother and now he lives in fear of the day he can’t carve. At one point you’re told about a tombstone carver whose hands are getting less skilled as he ages. It uses the same wireframe graphics for one but more important are the small snippets of description you get as you sail past different locations. Not only does it function as the spine of the act, linking all of the scenes together, but the journey down the river is reminiscent of driving down the Zero. Having them both displayed side-by-side and intermingled with the normal conversation was a very clever way of making two characters feel equally important in a single scene. Ezra, meanwhile, begins to remember one of the last car journeys he took with parents. She remembers when she started getting interested in herbal remedies on a rainy day outside a hospital. As Cate talks to Ezra, her memories begin to write themselves into her box. Their dialogue is represented in two side by side boxes. At one point two characters, Cate and Ezra, are picking mushrooms on an island. Act 4 pulls some clever tricks with its writing too. That made them feel more human to me, like I was really getting to know them. But the choices we make are internal we define the character’s personality. ![]() No great catastrophe happens for the most part it’s a story of a group of people trying to make an antiques delivery via a very roundabout route. The real beauty of a story of drifters though is that we’re not concerned with big decisions. Conway’s arm and leg are now glowing bones, foreshadowing his eventual fate of being roped in. It’s a pretty game and it knows it, using its graphics to highlight important moments. The staff members of Hard Times are represented as bright, glowing skeletons, which acts as a beautiful contrast to the more serene, darker colours of the game as a whole. Conway (who appeared first in Act 1) obtained a debt with them at the end of the third act. ![]() The Hard Times whiskey distillery seems to be a recurring thread. The beauty of Kentucky Route Zero is that its characters are all drifters, floating to their goals without really knowing why, yet there runs a more solid narrative throughout. Every time you turn off your light, Sharon and Conway exchange a few words of quiet conversation. My absolute favourite being a bat sanctuary, which you take a small dinghy through. On the way to Dogwood Drive, you sail through different locations. Conway still wants to make the delivery to Dogwood Drive, Sharon is still looking for her friend Weaver, Ezra is still trying to find out what to do without his parents everyone has their own purpose. You sail down the river to different locations, everyone having their own goal for getting to the end. Act 4 connects all of this together through the boat that appears at the start, the Mucky Mammoth. You’re one in location doing something and a second later you’re in a different one. Kentucky Route Zero drifts from place to place without any real, tangible connection. If you’re here for gameplay though, you might have some reservations.įirstly let’s try and run down what Act 4 is about. If you’re here for a good story, then you won’t be disappointed. It’s a testament to the writing, which is still as strong as it ever was. More and more characters are being added, so it’s often hard to keep track of who’s who, but each of them has their own distinct personality. As a result, each scene feels like a little segment of a specific character’s personality. It is a surrealist dreamland that the characters float through - literally in this case. That’s pretty symptomatic of Kentucky Route Zero as a whole. With an insight into the mind of a character we’ve only just met. But the Mucky Mammoth is his home, so he’s going to try. The game moves into giving choices of page to turn to with the end result being the same: Will hasn’t got a bloody clue what to do. The camera pans out to reveal Will, dressed in a white hoodie and shorts and sporting a nice beard, reading through the manual. It creaks and clunks as it moves, lifting up its trunk to give a thoroughly unconvincing trumpet. On it is a mechanical mammoth, who looks distinctly worse for wear. ![]()
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