Kentucky Route Zero: Act 4 Review - IGN (2024)

Kentucky Route Zero: Act 4 opens with a giant, robotic woolly mammoth perched on a boat, and gets stranger from there. The weirdness serves as a valuable storytelling tool, not a gimmick, and is tactfully employed to offset presuppositions we don’t even know we have. Though the imagery is fanciful, it opens the door to this short but excellent adventure game episode’s exploration of truly serious themes: the desperation of poverty, the nature of friendship, and the impending threat of death.
Kentucky Route Zero: Act 4 Review - IGN (1)
In previous Acts, the subterranean journey down Route Zero has felt intrinsically rooted in the hill-and-cave country legacy of the Kentucky highlands: coal mines, distilleries, bad jobs, gospel music, poverty, apocalyptic spirituality, and mystical backwoods folklore wrapped in the twilight of magical realism. These elements are all still present, but Act 4 broadens the scope of the storytelling and embraces the rich, esteemed legacy of literature’s river stories. The journey down the Echo and the striking, somber encounters along the way seem inspired by an Americana as old as Mark Twain. Like Huck and Jim, the Route Zero protagonists follow the endless current toward an unanticipated destination: self-discovery and a renewed understanding of their purpose. Though I appreciated the tranquil and maudlin tones of Act 4, it’s the first episode in the series that didn’t scare me. It’s deeply consequential, but the de-emphasis on menace took a little away from the shadowy mystique that penetrates every aspect of the gloriously realized artistic vision.Playing Kentucky Route Zero is more like writing a novel than reading one. Character background stories are composed on the fly, chosen from a series of wildly divergent dialogue options that define the protagonists’ histories. When someone asked the orphaned boy Ezra if he’d ever been on a boat, I had the choice to define a deep, emotional memory of boats connected to his lost parents, relate a cursory tale about boats in cartoons, or decide that he’d never even been on a boat before. When playing Route Zero, you’re not just choosing where you’re going, you’re also deciding where you’ve come from. This tremendous flexibility feels just as empowering as any climactic action scene or iconic puzzle. There are no bosses to beat or puzzles to solve, but there are very high stakes.
Kentucky Route Zero: Act 4 Review - IGN (2)
Like previous episodes in Kentucky Route Zero, Act 4 regularly places you in control of multiple characters in the same conversations, constantly shifting your perspective and control in discussions. There’s no hard line between player character or NPC party; at any moment you might be asked to change roles in a scene. The clean and simple interface kept this unusual dynamic from becoming confusing, and thanks to a clever script the constantly changing perspectives built up my empathy for the characters.

There’s no hard line between player character or NPC party; at any moment you might be asked to change roles in a scene

The carefully crafted dialogue alternates between things people might actually say and a tone more reminiscent of things they’re more likely to think. The effect fits the dreamworld state of the setting very well, but the thickness and constant existential awareness of the text might turn some players off.

And then came wonderful, surprising moments where I suddenly lost control of a character and they stepped out (quite literally) on their own, autonomously making decisions that, whether coincidentally or by design, usually lined up with a behavior I would have chosen for them. These moments are few and far between, but when they happened they always made sense and added an air of comedic shock and genuine tragedy to the story. I happily discovered the sparks of independence made Conway and the other characters feel more like people and less like avatars and instruments of my will. Even when I disagreed with their choices, I respected them.

Kentucky Route Zero: Act 4 Review - IGN (3)
Act 4 is a short affair, easily completed in a couple of hours, but there’s a surprising amount of variety in the storytelling method during that time. Route Zero is mostly a game about people talking, and Act 4 keeps finding ways to reframe that mechanic. One creative party encounter was experienced entirely as a series of security camera video tapes viewed by people I’d never met, long after my party had passed by. Another was played out in a haunting, beautifully written river-raft tour through a subterranean wildlife preserve, and a third through the playful and thoughtful journeys of a wandering child capturing sounds on a handheld tape recorder. There’s plenty of standard walk and talk, but Act 4 keeps finding ways to change up the talking and keep things from feeling stale.

Act 4 keeps finding ways to change up the talking and keep things from feeling stale

Every stop along the river has something thoughtful or delightful to offer, but not every encounter is an absolute home run. The concert sequence offered me a chance to get dynamically involved in creating music, but much like Act 3’s interactive song sequence, the musical experiment here feels like it could have come together better with a little more tweaking.

All these scenarios and portrayed in a lovely, minimalist graphical style that makes tremendous use of carefully chosen muted colors and shadowing to create a sense of surreality. The camera work is especially well implemented, with constant subtle zooming and panning that brings a sense of life and motion that’s unusual in adventure games. The simulated flatness of the art is so well executed it lulls me into forgetting the characters are moving through a 3D space, and more than once this is startlingly exploited as the perspective twists or zooms to reveal the layered reality of the setting.

Kentucky Route Zero: Act 4 Review - IGN (4)
Thematically, the transition comes at a perfect point in the broader Kentucky Route Zero story, as our heroes begin the chapter in a meandering, listless wandering, and through their encounters along the river, their way toward surrendering to who they are, or changing to become who they want to be. As one character observes: “All people need is enough to pretend they’re home, and we can make it anywhere.”

Verdict

Route Zero: Act 4 constantly alternates between serene and unsettling, with the occasional dash of humor thrown in. The comic visual and dialogue nods help immensely, keeping the dense, introspective writing from simply becoming too much navel gazing. And Route Zero certainly seems to understand this about itself, poking cleverly at its own art-film aesthetic from within while still unapologetically engaging topics like spiritual exhaustion, death, orphanage, and existential angst. The balance works.

Kentucky Route Zero: Act 4 Review - IGN (2024)

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