When is a game not a
game? And does it matter? Unlike other forms of mass media, which are
much more easily identified and categorised, video games straddle an
uncertain line with the label of ‘game’ being almost increasingly
outdated and unrepresentative of the breadth of experiences currently
available.
This is especially true
in the indie scene at the moment, and one of the most esoteric and
talked about games to emerge this year is Kentucky Route Zero.
Describing it is tricky though. It features an old antique delivery
driver in his quest to make his last delivery, along the fabled Route
Zero, a road that isn't really like any other road. Presented in a
stark geometric art-style with a heavy emphasis on mood and
atmosphere it is less a game, and more an interactive story, a
Lynchian tale populated by strange characters and undercut by a heavy dose of melancholy. Each Act of the game (there
will be five, so far two have been released) is split into scenes,
usually labelled as you move from place to place. So far each of the
Acts has been relatively short, but perfectly suited to the game's
needs. Any longer and the sparse, often dreamlike dialogue and lack
of interactivity may have rankled, as it is the game raises endless
questions and draws you in to whatever is still to come.
Whilst the game can
certainly be described as weird, it all feels of a whole. This is a
game with a clear vision, aesthetically and thematically and it works
so well in communicating this through its narrow focus. A version of
this game with more traditional mechanics wouldn't have the same
impact, the same haunting quality. At times the distorted eerie music
coupled with some of the games striking yet simplistic visuals (it
does some amazing things with implementing 3D spaces into an
ostensibly 2D game) evoke a mood and a feeling unlike any I've
played in recent times. Aside from observing locations and talking to
people there is not much in the way of mechanics here, though in the
dialogue you are often presented with multiple answers to questions,
or lines of enquiry but there seems to be no consequence to your
choices. Instead they allow you to internally paint a view of the
characters, like a choose-your-own adventure game you find yourself
building up a back story through these options, and that in turn
filters through to how you play the game. Naming your dog Homer might
not impact the game per-say, but that small aspect of customisation
is enough to invest you that much more in the story.
This is very much an
art-piece as it were, but it's not so wrapped in up pretensions to
make the experience dry, in fact it is often absurdly funny, the
question seems to be whether you are up for taking the plunge and
seeing where the game decides to take you. Time will yet tell if the
ideas will dry up, or whether the ending will provide a satisfactory
conclusion to the groundwork laid so far. Certainly there is the
possibility for it to all fall apart, but based on the Acts released
so far this is a confident and intimately designed game with
something to say, I just look forward to wherever the journey takes
me next.
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