Glad to hear you’re enjoying Disco Elysium @TheChicken, will be very interesting to hear your thoughts on the game once you hit the end, and what kind of ending you get, and how you fare politically and morally.
I’ve decided from tonight to return to Kentucky Route Zero, but rather than resume from the middle of the third episode (or rather this act as this game calls them), I’ve decided to play the game from the start again. I started playing KR0 a year ago, back when I literally just moved into my house, but all my furniture was in storage, and I had no internet because I opted to have my internet upgraded to fibre and had to wait months for them to install it. While I had bought KR0 (probably in a Steam sale at some point) and had intended to play it, I essentially played it at the time because I didn’t have many options, and I think there were other games I would rather of been playing instead. Not a great mindset when you start a new game, especially one like KR0 which is quite talky and low energy.
Part of the reason I wanted to go back was talking to @Accidental_Kills98 about the game earlier on this thread. I said I got frustrated at the game for moments I felt were pretentious and annoying, AK clearly disagreed, especially since I had only reached the halfway point of the game. And honestly, that’s fair, even more so now that it’s been a year and my memory of what I have played is pretty hazy at best. So this seemed like a good time to go through the game, and I’ll write up about it one act at a time. I envy AK and his clear depth and knowledge of art and politics, things I wish I could grasp nearly as well as he does. I feel like in my last post on this I was perhaps boasting about my ignorance, when really I absolutely don’t want to. I consider myself not very smart and not very knowledgable, but certainly don’t see those as strengths or virtues. And a game like KR0 I want to give a fair shake, even if by the end I don’t really understand it.
So, let’s get started. KR0 was released episodically. (Act 1: January 7th 2013. Act 2: May 31st, 2013. Act 3: May 6th, 2014. Act 4: July 19th, 2016. Act 5: January 28th, 2020.) KR0 is made up of five acts, each of which is followed up by what I guess you would call an interlude, which takes a break from the main story, but does still tie back to the main story in some regard.
I think I’ll leave this summary unspoilered but will spoiler tag the follow acts when I play and write about them.
Act 1 sees our playable character, Conway, arrive at a gas station with a giant horse head as a decoration, looking to make one final delivery for the antique company he works for, but doesn’t know where the address is. The gas station attendant tells Conway that to find the address, he will have to find the elusive Kentucky Route Zero, and to talk to a woman named Weaver about how to find the Zero, starting off a chain of events in the game.
Act 1 is pretty simple and small, it definetly feels smaller than what happens in Act 2 and what I played of Act 3. Act 1 begins with Conway in our party, and in the second half we’ll see Shannon join our party, in a really great bit in which the perspective changes as it breaks from Conway, starts with Shannon, giving us dialogue options with her, and then Conway approaches her like an NPC. The game does a really great job of intergrating party members, where party members can often made dialogue options and see their thoughts once they join, as more people join us later down in the adventure.
Act 1 keeps things relatively simple, there aren’t many cutscenes that are mandatory to complete this story. KR0 will break up point and click segments with you driving on an open map, so while you could drive to your next destination, it is very rewarding to go off the beaten track and see what encounters you may find. While most of these are text only, they do tend to be nice and weird. KR0 very much embodies that sortof real life weirdness you find late at night, like driving into a city at 3am or in the middle of nowhere, how when everyone is asleep there is a kind of ethereal feeling you get. I really enjoy this slices of weirdness, my favourite so far being the church which you can hear this loud choir repeating the same two verses over and over, and when you go inside, the place is abandoned and all there is a VHS tape playing the choir noises. No explanation, it’s never elaborated on, just a nicely weird thing to happen, making you think you’ve left Kentucky and entered another realm at night.
I complained about pretentiousness and while that may come up later, in Act 1, I’d say that’s never really a thing. Sure, the game is low energy, serious, and doesn’t have much humour. It’s definetly a game that you need to vibe with I think from the beginning, and if you don’t, I imagine you probably won’t stick with it. There are few main characters introduced so far, and no real stakes. Even the KR0 is something our party only finds the entrace to at the end of the Act, we won’t see what KR0 is until Act 2. Characters have unique voices, and Conway is clearly quite a simple man, which makes for a good playable character in a very strange world. Really I think the only person who does have pretentiousness like I described would be Weaver, but it’s made clear that she is in fact meant to be weird and off like that, not the writers trying for something and failing.
I really enjoy Act 1 and will be a good to see the following acts as things get meatier. As for our first interlude, we get to visit a museum displaying several pieces of art. Quite a nice change of pace, interesting in its own right, but will ofcourse also have ties to the plot overall.
As a side note, I only realised on this playthrough that the gas station’s basement is meant to look like the body of the horse, that’s a cool detail. The gas station reminds me of the Kelpies statue in Falkirk, Scotland.