Kentucky Route Zero starts off enough. He replaces Conway, a miserable delivery driver who, along with his dog, is in a position to take the old luggage to 5 Dogwood Drive. In another loss, he pulls into a gas station on Route 65, in Equus Oils, and talks to Joseph who is peacefully seated on an armchair. Joseph informs you that to get to Dogwood you have to take the Zero Trail. But where is Route Zero? In addition, what, when, how, and why Route Zero? These are just some of the questions you will be asking yourself as you enter further into the mysterious depths of this true magical wonder.
As you descend into the depths of the underground of the modern mash-up of the 1950s, you will meet and interact with the characters of oddball characters who truly understand. You will make your way through a strange and confusing environment, with your perspective constantly changing; are you inside or outside, or both? You will visit the Bureau of Revenueed Spires to ask for directions but you will need an entry card before you can get answers. He will talk to the jailer at the church, which is now housed inside a warehouse; he is not a cult, but he actually plays the set records many times each night, a priest and a church a long time ago. You'll make your way through a space-changing forest to take a boat trip – accompanied by a furry insect, naturally – down the unknown river as you continue, in a way, to make your way closer than Dogwood Drive.
Oh yes, Dogwood and delivery. You might find yourself forgetting about that and starting to focus less on the existing traditional purpose as this well-built game cleans you. This is it is point-and-click adventure, of course, but not one involved in solving a puzzle or guiding the process of making the right decision. Here, the only decisions you need to make, as Zero meets you irresponsibly, what kind of person you are and what kind of person you are seek to.
Are the friends you make along the way simply hints of ways? Do they serve as a mere resource, sources of information in your quest to deliver your burden, or will you start to see them as great – perhaps as a family? Will you be in a hurry, or will you stay just as well? they are there with them for a while? Continuing with the five actions that make up the Kentucky Route Zero, you'll think about the control of the various characters you've encountered; you will fill their backstories by choosing conversations, determine how they feel and respond to the people and situations around them and gradually but completely overwhelmed and emotionally connected to this very strange place.
Fuzzy begins to seem normal, change of perspective, time no longer seems to care or make sense and reason is the best thing left behind. At the beginning of the story, you may find the entire office area is full of bears, but by the end of it, you'll never think of greeting a boat full of electric bones as you quietly (and often) make your way through the mysterious sanctuary.
Giving too many details about how Kentucky Route Zero happens can destroy its magic for those who have not yet encountered it but, during these five actions here – five acts representing a journey back in 2013 – the quality of writing, art, music and stunning detail never diminished in a moment. Of course, some actions work better than others – we personally think the IV is a prominent feature, and the V, which makes its creation in the TV Edition, is probably a bit shorter – but at the top, everything comes together to make a point and – click adventure in a few dimensions too much.
The Computer Cardboard Computer has created a real work of art here; to head to that age debate over whether or not games can really reach that height. And it's a piece of practical storytelling that works on many levels at the same time. It's a fast and dark road trip that will please anyone who wants to sit down and spend time with it. There are also deep and moving reflections on broken society, broken relationships, life and death and the burdens that plague the people and places they inhabit or inhabit. There's John Steinbeck here, Jues Verne, quotes on Great Depression and more, of course
According to this switch port, Kentucky Route Zero works well on both handheld and handheld modes and this version of the game also adds acceptable touchscreen controls and HD Rumble. There are a number of interesting options here, such as the various text size to choose and the speed at which text boxes overlap. You can also choose to play the game in modern or "classic" mode, which is a larger, older-school game. Included in this TV edition are various links released separately from the main episodes that give you the opportunity to learn more about specific aspects of the characters from the game, as well as simply to spend more time with this amazing and fascinating creation.
Conclusion
Kentucky Route Zero: TV Edition is a complete and complete Kentucky Route Zero experience. A realistic adventure and magical click takes you on a treacherous journey to the present and the bottom and beyond. It is a journey to be spent, discussed; no need to rush. Each action here brings new ideas, new places and people to build deeper connections with them. You may be confused, even frustrated at your first steps down the subterranea found elsewhere under this Kentucky version, but, by the end of your trip, you will have made friends and memories and been treated to a rich and beautiful feeling I will stay with you longer than you might expect.