Finger lickin' good.

Kentucky Route Zero begins simply enough. You assume the role of Conway, a grizzled delivery driver who, along with his dog, is in the process of taking a cargo of antiques to 5 Dogwood Drive. Somewhat lost, you pull up to a gas station on Route 65, Equus Oils, and speak to Joseph who sits quietly on the forecourt in an armchair. Joseph informs you that in order to reach Dogwood you must take Route Zero. But where is Route Zero? Furthermore, what, when, how and why is Route Zero? These are only some of the questions you'll likely ask yourself as you venture further and further into the bewildering depths of this magical realist adventure.

As you burrow down into the subterranean depths below this hyper-stylised mash-up of modern and 1950s Kentucky, you'll meet and befriend a cast of exquisitely-realised oddball characters. You'll make your way through strange and confusing landscapes, with your perspective constantly shifting; are you inside or outside, or are you both? You'll visit the Bureau of Reclaimed Spaces to ask for directions but you'll need an ingestion card before you get any answers. You'll speak to a lonesome janitor at a church, now housed inside a storage facility; he's not religious, but he faithfully plays recordings of mass every night, the priest and congregation now long gone. You'll make your way through a space-altering forest to take a boat journey – accompanied by a woolly mammoth, naturally – down a strange river as you continue, in some form or another, to make your way ever closer to Dogwood Drive.

Read the full article on nintendolife.com



from Nintendo Life | Latest Updates https://ift.tt/2TYOuIU

0 comments:

Post a Comment

 
Top