In this way, the winding journey is over. Kentucky Route Zero, a "magic realist adventure game", was moderately funded by Kickstarter in 2012. The first episode of its five episodes was released in early 2013, the second episode was released a few months later, the second episode was the third episode, and the fourth episode remained two years later. Now, following an almost exponential trend, and after another three and a half years, we have come to the conclusion of the game-and the new console version of the entire series.
Kentucky Zero Route Review
- Developer: Cardboard computer
- announcer: Cardboard computer (PC), Annapurna Interactive (console)
- Platform: Viewed on Switch
- Availability: Act No. 5 was released on the PC on January 28. Kentucky Zero Route: TV version released on Switch, PS4 and Xbox One on January 28
If you've been following this game from the beginning, it will be a long road, maybe a boring road. It's not that this isn't the right way to experience the story of Kentucky's Zero Route, an untimely group of stories drawn to the quirky pursuit of a truck driver, transporting his antique furniture to a seemingly distant address. Some people settle down with the public ending of Act 4 as well as anyone leaving it, and they are not wrong. But I doubt they will be disappointed with Act Five, which is released this week. The style is amazingly different, and it's a gorgeous ending that finds the solution while resisting the urge to solve many mysteries in the game.
If you have been playing games, I will envy you. I've played "Kentucky Zero" from beginning to end-all five episodes, and four episodes released for free by developer Cardboard Computer-I'm not sure this is the best way to insert. With exquisite illustrations and vivid text adventures, Kentucky Zero is slow, whimsical, internal, oval, and sometimes intentionally frustrating. It is inspired by theatrical and installation arts such as movies and video games; it is full of memories, off-topic and fragmented, semi-remembered knowledge. It's not long, but there are too few plots and too many stories, and it is difficult to digest in one breath. Like a dish containing dozens of delicious dishes, it runs the risk of filling you with dissatisfaction. It's best to leave room for each section (though it can take three and a half years) to taste the flavors that persist for a long time after you leave the game.
Trucker Conway asked for directions at a gas station decorated with a big horse head. In the basement, he met the first of many people-a ghost? -Someone who doesn't seem to be in the same time range as him. He was led to a secret oversized highway under No. 0. This is the only way to reach his destination. Reaching "zero" is not easy, but navigating between zero and space (and people) is still more difficult. He received Shannon, a travel companion who loved repairing old television sets and saw the disappearance of her sister in white noise. (This game has a strong retro fascination with analog technology: cathode ray tubes, electrostatic radiation, magnetic tape, etc. These suggestions are that these old machines leave more magic and mystery than the digital world-if it is nostalgic, this Very tempting., Point of view.)
Conway and Shannon explored an old mine while searching for Zero, and his leg was injured. They have found a mysterious path, but this will only lead them to a bureaucratic purgatory of dead end, weird character and illogical system. They are constantly in trouble. There is a big bird lifting a house there. An in-game game running on an ancient mainframe computer, telling its own story; a tugboat sailing in an underground river. An orphan joined them, a cool music couple and other lost souls drifted out. No one seems to exist completely, constantly returning to his thoughts and reality. The ultimate goal of delivery is not pursuit but pursuit.