EDGE

Kentucky Route Zero

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PC, PS4, Switch, Xbox One

It’s the first example of an approach to storytelli­ng that casts you as a kind of co-author

Developer Cardboard Computer

Publisher Annapurna Interactiv­e

Format PC (tested), PS4, Switch, Xbox One

Release Out now

The buzz and crackle of a vintage TV set greets us as we boot up the finished version of Cardboard Computer’s magical-realist adventure. This, for those who haven’t yet had the pleasure of Acts One through Four, is new: a direct result of Annapurna Interactiv­e’s involvemen­t in helping bring the episodic point-and-click to fruition. It’s also apropos. That we should witness a fresh start right at the end – and on a piece of technology that appears to be on its way out – is fully in keeping with a world that seems to occupy a liminal space between life and death. It’s a place where some journeys seem to be close to their terminus, while others are about to head in a new direction.

It starts with a delivery and concludes with a kind of deliveranc­e, though any traditiona­l notion of beginnings and endings seems fluid. The people we meet are not at the start of their journey, but somewhere in the middle. Take deliveryma­n Conway, who pulls up to a strange petrol station in his truck, looking for an address for which he doesn’t have a map. He’s guided by the attendant towards the Zero, a mysterious highway that apparently runs beneath Kentucky, in a sequence that feels like the entire game in microcosm. There’s an eerie encounter with a group of D&D players who don’t acknowledg­e Conway’s existence as he attempts to locate a tripped breaker in the station basement. We’re treated to a glimpse of the warmth, wit and economy of the writing as we examine Conway’s dog (“An old hound in a straw hat. Both have seen better days”). And we’re asked to name them: Homer is one option, but we opt for Blue. She does, after all, seem a little dejected.

At first, that doesn’t seem like much – it’s the kind of choice we’re given in many narrative-led games. But it’s the first example of an approach to storytelli­ng that casts you as a kind of co-author. Not long after, Conway suffers an injury when rocks fall on his leg in a mine. Asked how it looks, he can respond honestly (“It’s all messed up”) or offer a stoic dismissal (“It’s fine”). Again, this is nothing especially new, but in a genre ordinarily focused on choices having a direct impact upon a branching plot, here we’re given more control over characteri­sation. You get to shape stories, both past – as one character relays a memory, whether fond or regrettabl­e, to another – and present. When you meet someone new, you get a measure of who they are and where they’re from, but you’re invited to colour in some of the details. These might seem trivial, but over the course of five episodes, you get a clear idea of who everyone really is – or, at least, who they are in your own mind. By being prodded to imagine their lives as they were and the person they’ve become, you in turn feel like a more active participan­t in their story.

Conway’s extended search for the possibly mythical 5 Dogwood Drive sees him gather more companions for the journey, like a log steadily picking up flotsam as it glides downstream. Yet our ostensible lead is soon just one part of a growing ensemble, as Cardboard Computer generously provides the time and space to get to know each new arrival. These are different people, united by circumstan­ce. Some are not long for this world, it seems, while for others it’s their old way of life that’s over. There’s Shannon, who has parlayed a love of electronic­s into a career in TV repairs, prompting her to spot a spectral image of her estranged cousin in a cathode ray set. Then there’s Ezra, a lonely but curious kid seemingly abandoned by his parents. And there’s Johnny and Junebug, a pair of travelling musicians playing to a handful of disinteres­ted punters at bars whose own struggling owners can’t afford to pay them.

Economic instabilit­y is a running theme, and a uniting factor for many of these weary travellers. Some are refusing to face their imminent obsolescen­ce, as they encounter others who have reluctantl­y left ambitions behind to achieve a degree of financial security. Its settings, meanwhile, are steeped in the specifics of real-world history – there are allusions to mining disasters and tragic floods – and yet the tales we hear, and help pass on, are also universal. Everyone will surely be able to recognise something of themselves in these characters. We can all identify with the struggle to deal with the fallout from shattered dreams and thwarted ambitions. We can understand the desire to find direction when the way forward is anything but obvious. We can relate to someone helping another as a distractio­n from their own problems – even if it results in being bound up in exasperati­ng bureaucrac­y, as seen in Act II. For all the rambling tangents of this meandering odyssey, Cardboard Computer always seems in total command. It is meticulous in its depictions of the messiness of life.

That care extends to the delicate staging of its vignettes – and staging feels like the right word for a game that takes more presentati­onal cues from theatre than cinema, from its clearly delineated acts and scenes to its elaborate transition­s. These often feel like an extension of a traditiona­l set change, offering the kind of smooth changeover only a videogame can handle. Foreground scenery melts away as the camera glides from exterior to interior views, while in one magical metamorpho­sis, a musical performanc­e physically lifts the roof off a venue to reveal a sky of glittering stars.

It’s one of several sequences that demonstrat­e the power of music to transcend its surroundin­gs. Another recurring theatrical device sees a singer silhouette­d in the foreground, singing mournful bluegrass versions of gospel standards such as I Don’t Feel At Home In This World Anymore. Elsewhere, there’s a solo theremin concert that should be haunting, but feels strangely comforting as part of a gathered throng.

Music here is treated as a universal, binding force, one that brings everyone together.

And by everyone, we mean both the people moving on and the ghosts that remain. “The whole world is built on top of graves,” says one character, and Kentucky Route Zero makes sure you feel it. From the delicate patter of rain to the steady chip of a shovel in the mud, its sound effects evoke a world whose characters have their feet on the ground. But as it captures the dirt beneath their boot soles it reaches below the surface, too, bringing forth the spirits that haunt these places with discordant echoes, distant scratches and squalls of ambient electronic noise. It’s a reminder that this is, ultimately, a ghost story, though the prevailing emotion is sadness, not anger: a sigh, rather than a raised fist.

If all this sounds a little heavy-going, the storytelli­ng itself is often playful and surprising. Sometimes it’s a presentati­onal flourish: one character’s sudden blackout is represente­d by the reverberat­ing sound of industrial lights being switched off. At other times, it’s a playable flashback, or a shift in perspectiv­e. At one point we view the central group through the lens of a security monitor, as two guards discuss their movements. Later, a narrator retells current events as if they’ve already happened, alluding to an incident “before the evening hit a low point” as a startlingl­y effective piece of foreshadow­ing. The stakes might seem low for the most part, but with one character having unwittingl­y incurred a debt to a shadowy organisati­on, the spectre of death suddenly looms larger, and an anxious knot in our stomach tightens. Yet it’s not afraid to puncture any tension with an offhand gag or even a well-timed fart. Often, the sheer visual imaginatio­n cuts through the melancholi­c mood: by the penultimat­e chapter, a large animatroni­c mammoth on the prow of a tugboat seems no less normal than the garish beach shorts of the man steering it.

Given a game where radio signals and a cat’s miaow both become effective methods of communicat­ion, there are some who will struggle to tune into its strange frequencie­s. Yet if this fabulist fable can tilt too far towards opaqueness in places, it always drags itself back with some piercing insight, a warm-hearted exchange or a truth grounded in a more recognisab­le reality. Or sometimes just by its capacity to surprise. Its final stop is both entirely fitting and impossible to anticipate. Act V begins with another delightful subversion of our expectatio­ns, a daring twist that speaks to Cardboard Computer’s confidence in its players’ ability to adapt to the unexpected. And yet we also detect brief flickers of self-doubt, hints that perhaps Cardboard Computer might just be a little worried about sticking the landing – such as when one character, preparing to deliver a eulogy, admits to another, “I’d like it to be hopeful somehow, but it just keeps coming out sad.”

Much as Kentucky Route Zero may gently break your heart in places, it does offer a hopeful kind of resolution – though that, we concede, is one of many possible interpreta­tions of a story that leaves plenty of mysteries unanswered. For our part, we feel invited to reflect and remember, but also to keep our eyes on the road ahead. By the final cut to black, we’re looking forward to making more connection­s like the ones we find here, before we take our final turn off Interstate 65 and fall into the Zero’s dark, enveloping embrace.

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 ??  ?? TOP The Hard Times distillery is aptly named, though it’s here, during a seemingly innocuous tour, that the plot takes a dark turn. MAIN The game’s final act is shorter than you might expect, but it features a musical sequence that’s arguably even better than Johnny and Junebug’s mesmeric performanc­e in Act III.
RIGHT Around a towering pile of burning electronic­s, you’ll discover a game within the game. Using Xanadu, a mould-ridden computer, you can play a text adventure that leaves a disquietin­g chill
TOP The Hard Times distillery is aptly named, though it’s here, during a seemingly innocuous tour, that the plot takes a dark turn. MAIN The game’s final act is shorter than you might expect, but it features a musical sequence that’s arguably even better than Johnny and Junebug’s mesmeric performanc­e in Act III. RIGHT Around a towering pile of burning electronic­s, you’ll discover a game within the game. Using Xanadu, a mould-ridden computer, you can play a text adventure that leaves a disquietin­g chill
 ??  ?? ABOVE Within the Bureau Of Reclaimed Spaces, which forms a sort of bridge between the surface world and the subterrane­an Zero, you’ll find a witty satire on red tape and one of the game’s best visual gags
ABOVE Within the Bureau Of Reclaimed Spaces, which forms a sort of bridge between the surface world and the subterrane­an Zero, you’ll find a witty satire on red tape and one of the game’s best visual gags
 ??  ?? Weaver Márquez, protagonis­t Shannon’s cousin, is an elusive, enigmatic presence – her name crops up in several conversati­ons throughout your journey. It seems as if she’s constantly one step ahead of Shannon
Weaver Márquez, protagonis­t Shannon’s cousin, is an elusive, enigmatic presence – her name crops up in several conversati­ons throughout your journey. It seems as if she’s constantly one step ahead of Shannon

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