But, somehow, Kentucky Route Zero trained me up to that point so that, miraculously, it felt entirely natural. Either option generally locks off the other responses entirely – I’m sure there’s a whole novel’s worth of dialogue I didn’t see.īy the final act, you’ll control so many people that you’re effectively just having conversations with yourself. Instead of just choosing Conway’s responses, you can often decide which character replies – whether its Conway himself, the more forthright Shannon (your other lead protagonist and the first to join his journey), or a whimsically imaginative child named Ezra. And once your group of weary travelers grows and offers more perspectives for you to inhabit, dialogue can change even more. The choices you make never really change the outcome of the plot, but they do drastically shift what story you’ll hear as you progress. It easily stands as one of my favorite scenes in a game in a long time. A particularly magical moment in Act 3 has you picking the lyrics to a gorgeous song as it’s sung back to you in real time, coupled with more beautiful visuals. These choices can be as mundane as the name of Conway’s dog (my sweet old girl was named Blue) or as deep as if a character has siblings and what the context of their relationship is to them. Since Kentucky Route Zero is almost entirely about finding and then clicking through dialogue options, this endless creativity is a vital reason the roughly eight hours it took me to reach the credits stayed fresh.Īs you travel the Zero and hunt for your MacGuffin delivery address, you’ll constantly be picking dialogue options for your characters, not knowing the “correct” answer to any of them – as soon as you choose, your answer becomes fact and, narratively, has always been fact. Two of my favorite scenes include an Interlude between Acts 2 and 3 where you’re watching a play from the perspective of a silent actor on stage, and another later on where you control a cat as they run around and listen to your characters’ conversations instead of moving those characters directly. Some scenes may be straightforward conversations from a classic point-and-click side view, while others are entirely from the perspective of security guards watching your characters through security footage and discussing the scene in the past tense. One of my favorite things about Kentucky Route Zero is how frequently it shakes up the way its dialogue is delivered, constantly adding to its bag of tricks. Their presence lets you further shape the conversations they are faced with. While that simple delivery goal is your motivation through Kentucky Route Zero’s five acts, Conway slowly accumulates companions along the way, each an interesting character in their own right. You begin Act 1 as Conway, a delivery truck driver trying to get to an address that seemingly doesn’t exist on any map, apparently only accessible through a peculiar hidden highway called the Zero.
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