Act II of Kentucky Route Zero provides another sharp walkabout into a beautifully surreal world. Though it poses more questions than it answers, it still left me pining for the next chapter. If the final three acts manage to be as powerful and evocative as the first two, Kentucky Route Zero is going to be looked back on as a tremendous and singular accomplishment in gaming.
A wonderful second act for one of the most interesting things going on right now in videogames. Interaction is limited to the narrative side and there's not much liberty, but if you like this kind of experiments, it really is unmissable.
One part in this act is completely breathtaking, more so than anything else in the whole series so far(except maybe one part in the caves with the first act).
Simply amazing. I... I still can't believe how magnificent this is. I...*sighs* It is something you meet once in a lifetime and also something you've got to experience yourself first before anything else.
There were some hitches along the way, like the Zero being a bitch to navigate, some sound popping, and even a typo, but nothing too game-breaking to really deter the overall experience of the brief second episode. Each scene is a sight to behold and I am anxiously awaiting the next installment of this brilliant adventure.
The story is going around in circles, and the charm of the first act is all but gone. At this rate, Conway and his dog will soon lose their chance to leave a mark on the genre.
Bizarre and surreal. SCORE: 85/100.
This is not The Walking Dead or Wolf Among Us, and neither is it Broken Age or Grim Fandango. It is its own thing, and it does a remarkable job at that. It starts off rather mundanely, but steadily gets weirder and more abstract as it goes. Time and space come in to play in odd ways and you will often be confused, but not irritatingly so.
This is a strange game, but certainly worth your time and money to play.
The problem I have with this game is that it is so incredibly unrewarding. It is painfully slow-paced, the game mechanic consists solely out of choosing dialogue lines, and even the aesthetics of it start getting dull after a while. It's a great idea to let the player affect the story via dialogue, and many contemporary games use this technique successfully. But the only story I'm actually modulating here, is the BACKstory. My choices do not affect or explain the current state of affairs, they do not matter to the main plot, and they consist mostly of bland details about the characters that for the most part don't even really matter to their personas. The actual plot of the game hasn't progressed since the first 10 minutes of act 1, instead I'm lead on poetic detours on philosophical topics that don't go anywhere. These detours were kind of charming at first, but eventually I'm just left feeling like nothing of actual interest is ever going to happen in this game.
SummaryKentucky Route Zero is a magical realistic adventure game about a secret highway in the caves beneath Kentucky, and the mysterious folks who travel it.