Kentucky Route Zero is a magical realist adventure game about a secret highway in the caves beneath Kentucky, and the mysterious folks who travel it. Developed by Cardboard Computer (Jake Elliott and Tamas Kemenczy), the game features an original score by Ben Babbitt, along with a suite of old hymns and bluegrass standards recorded by...
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Fecha de lanzamiento: 22 de Feb, 2013

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Recomendado por mentores

"A powerfully evocative and beautiful subversion of point-and-click rote, but occasionally opaque and disorienting."
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"Smart, thoughtful, sweet and incredibly well crafted – it’s the perfect game to play in the small hours of a lonely night. Be warned though; it’ll leave you hungry for unknown roads and longing for an invitation to the blues."
Rock, Paper, Shotgun

"Evokes the feeling of old ghost stories told around a campfire. There's the familiarity of friends and family around a warm, man-made fire, but with it comes the unnerving tale of the strange and unusual. Kentucky Route Zero is beautifully bizarre and perfectly poignant, and most of all, deserves your attention."

9.5 - Destructoid

"However you respond to its ethereal imagery, this is a game which makes a rare suggestion: who a player is may be more important than what they do."

84/100 - PC Gamer

Steam Greenlight

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Kentucky Route Zero is a magical realist adventure game about a secret highway in the caves beneath Kentucky, and the mysterious folks who travel it.

Developed by Cardboard Computer (Jake Elliott and Tamas Kemenczy), the game features an original score by Ben Babbitt, along with a suite of old hymns and bluegrass standards recorded by The Bedquilt Ramblers.

The game is split into five acts. Acts I, II and III are available now. The remaining two acts will be released over 2014. Taken as a whole, Kentucky Route Zero is roughly the length of a summer night.

Key Features

  • A focus on characterization, atmosphere and storytelling rather than clever puzzles or challenges of skill.
  • A unique art treatment inspired by theatrical set design.
  • A haunting score accompanies the ambient sounds of the bluegrass state.
  • Wander the highways of Kentucky.
  • Make some friends before morning.

Requisitos del sistema

    • OS:Windows 7
    • Processor:1 GHz
    • Memory:512 MB RAM
    • Graphics:Directx 9.0c compatible video card
    • DirectX®:9.0c
    • Hard Drive:250 MB HD space
    • Sound:Sound card
    • OS:Windows 7
    • Processor:1 GHz
    • Memory:1 GB RAM
    • Graphics:Directx 9.0c compatible video card
    • DirectX®:9.0c
    • Hard Drive:250 MB HD space
    • Sound:Sound card
    • OS:OSX 10.5 Leopard
    • Processor:1 GHz CPU
    • Memory:512 MB RAM
    • Graphics:OpenGL 3.0+ compatible video card
    • Hard Drive:250 MB HD space
    • Sound:Sound card
    • Processor:1 GHz CPU
    • Memory:512 MB RAM
    • Graphics:OpenGL 3.0+ compatible video card
    • Hard Drive:250 MB HD space
    • Sound:Sound card
Análisis útiles de usuarios
A 150 de 161 personas (93%) les ha sido útil este análisis
23.3 h registradas
For those who have not previously come upon it, Kentucky Route Zero is a five part point and click/text adventure hybrid described by its creators as a "magical realist adventure game about a secret highway in the caves beneath Kentucky, and the mysterious folks who travel it."

I often find Kentucky Route Zero a difficult game to describe. The narrative follows the final delivery of a driver whose company is undergoing financial difficulty, as he seeks out 5 Doogwood Drive, an address that isn't on Conway's maps. Stopping for directions, Conway is told that it can be found on the other side of the Zero, a mysterious underground highway that the game derives its name from. As a vague plot synopsis, that probably isn't immediately appealing, and yet Kentucky Route Zero manages to be one of the most engaging and interesting gaming experiences I've ever had.

Gameplay is a juxtaposed combination of traditional style point and click adventure mechanics in 3D scenes for key areas, and evocative text only sequences, punctuated by an exploration oriented "driving" interface represented as a stylised overhead map.

The choices the game presents you with rarely offer alternate outcomes. In contrast to more traditional point and click adventures, where progressing is a matter of chosing the correct dialogue options or performing the correct tasks, KR0 opts for a far more subtle and resonating style in which your choices define the tone of the game and the attitudes of its characters in response to the situations and predicaments they encounter. In some ways, it feels as though the player's actions control a shifting lens through which subsequent revelations are seen - an understated, yet powerful mechanic that somehow makes the player's actions feel more real and meaningful than one would usually find.

The characters in and around the Zero feel deep and rich. Even characters whose appearances seem bit parts carry a sense of life and believability. As the game progresses, Conway attracts a party of companions who join his search for 5 Dogwood Drive, each with their own outlooks and energies, motivations and troubles. Each new character shifts the dynamics of character exposition, bringing new aspects of familiar faces into relief with the flashlight of their own perspectives.

Visually, Kentucky Route Zero offers a deceptively simple style, and at first glance could be mistaken for 2D vector work. Instead, KR0's point and click scenes are entirely 3D, combining some great set design, fantastic lighting and some nice camera work with dynamic effects that work to enhance and support the game's aesthetics rather than define them (in particular, there's a super neat bit with some trees towards the end of Act II that creates an opportunity for two pairs of characters' contrasting experiences and enthusiasm to be presented at once in a way that is both interesting and in some ways moving).

From a sound design perspective, the game is equally striking, with the already atmospheric visual and narrative tone boosted further by the kind of immersive soundscapes that tend to not be directly noticed until highlighted, but as soon as you're aware, you can't help but admire them.

Kentucky Route Zero is a masterful work of interactive storytelling that is executed astoundingly well. For those who already know this, here are a couple of articles and interviews which are worth checking out if you haven't come across them already.

If you're undecided or would like to see more examples of this team's narrative work, Cardboard Computer have so far released two free standalone interludes, Limits and Demonstrations, and The Entertainment, which take place between Acts I and II, and Acts II and III respectively.
Publicado: 20 de Mayo
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A 69 de 76 personas (91%) les ha sido útil este análisis
3.9 h registradas
I've finished the 1st Act and I have to say I'm impressed.
About 10 years ago, I went to a university course on "Hyperliterature and new forms of narration". It was very enlightening, we studied some of the new waves of storytelling, watched some David Lynch movies, played some live rpg games (based on Kult, best rpg ever) and so on... best course I ever attended, shame it was so short. I remember writing an essay about videogames, mostly focused on my experiences with graphic adventures and a game I couldn't stop playing by then called Half Life 2.
I just wish I could go back again today, after playing Kentucky Route Zero. It feels like the kind of game I was wishing for in those days.

KR0 is a captivating exercise of storytelling, sucks you in from the beginning and minimizes the interface to focus on the audiovisual experience. Same goes for all the technical aspects of the game. Graphics, music and gameplay are well polished and just let you enjoy the story without getting in the way. They all do their part, and do it very good.

The enviroment is dreamlike, inmersive, deceptively lifeless. So many details appearing out of the corner of the player's eye, so many left to the player's imagination.
This is not a usual adventure, but more an interactive story. The narration comes mostly from what you see and what you hear, saving you from reading huge walls of text. Actually, the text is just another element, and it doesn't give any important information most of the time. It does add up to the overall experience and it's a pleasure to read.
Something that caught my attention is that you never seem to be in control, just like in a dream. Your mind will struggle to follow a logic path to the story, but the game will break your will and ultimately take you for a ride. Just sit back, get comfy and enjoy it.

I can't wait to go back and continue with the game, just wanted to recommend it to everyone looking for a good, innovative experience in the already bursting indie scene. Games like this make me feel proud to be a gamer and, having passed my 30, look to my friends who jumped off the videogame train because it wasn't mature enough for society standards and think "You don't know what you're missing".

PS. Big points for the references to Gabriel García Márquez, recently passed away colombian writer, creator of the magic realist that influences this game heavily. I bet he would be proud and happy to play this game.
Publicado: 24 de Junio
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A 64 de 77 personas (83%) les ha sido útil este análisis
8.8 h registradas
After playing the first episode a couple weeks ago I can easily say I am more drawn to the characters, more engaged in the setting, and more immersed in the atmosphere of this masterpiece than I was with The Walking Dead and almost as much as I was with adventure game classics such as Grim Fandango or Full Throttle.

If you enjoy the adventure gaming medium in any way, shape, or form; do yourself a huge favor and play this!
Publicado: 6 de Mayo
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A 48 de 72 personas (67%) les ha sido útil este análisis
84.8 h registradas
This isn't a game its a work of art.
Publicado: 5 de Junio
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A 23 de 32 personas (72%) les ha sido útil este análisis
9.3 h registradas
This game is really a master piece of art. The more and more you get forward into this game..the more and more space and time disappears. Very bizarre atmosphere. A must have for fans of adventures and painting art :)
Publicado: 6 de Mayo
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A 8 de 8 personas (100%) les ha sido útil este análisis
1.3 h registradas
¿Hasta qué punto puede ser sorprendente un nuevo capítulo de un juego ya iniciado? Usualmente uno se espera un más de lo mismo, una continuación de la misma historia. Y si ese capítulo está a su vez subdividido en cinco actos, ¿cómo de sorprendente puede resultar cada uno de esos actos?

Con un Conway cojeante y maltrecho y una Shannon cuya importancia sigue aumentando hasta convertirse en coprotagonista, el juego sigue imponiéndote problemas y soluciones mientras deja a tu elección la importancia que se les da. Siguen ahí los escenarios evocadores y los caramelos para quienes decidan invertir tiempo en explorar el mapa de carreteras o ahondar en las conversaciones, pero el juego sabe que su trama ha cobrado mucha más presencia y prueba de ello es la posibilidad de que otro conduzca por ti y te lleve directo al grano.

Así que sí, la historia avanza, quizás un tanto a costa de ese aire contemplativo del primer episodio que obligaba a que gran parte de tu beneplácito hacia el juego dependiese de que te maravillase contemplar su majestuoso trabajo artístico (algo muy sencillo, por otro lado). Al menos esa es la sensación que transmiten los primeros actos, con decorados más sobrios y diálogos más densos, donde la escritura vuelve a elevarse como una de las mejores que hemos podido disfrutar en el medio (matizando que, siendo como suele ser la escritura de videojuegos bastante lamentable, debe entenderse que Kentucky Route Zero podría competir en la liga que más le placiese), capaz de crear un trasfondo y una personalidad más profundas que las reformas que necesita España para personajes cuyo protagonismo es relativo, aparentemente con el único fin de dotar de sentido y empaque a nuestro encuentro con ellos.

Seguramente necesario el sacrificio de dotar de sobriedad al primer tercio si se quiere conseguir un capítulo que empiece criticando los sistemas burocráticos y termine hablando de compañías farmacéuticas sin olvidar pasar por la religión, pero es que no se puede tener todo.

Sin embargo que nadie se alarme pues si bien ese primer acto que recuerda un poco al imaginario corporativista de Jim Guthrie se aleja bastante de las señas de identidad del anterior episodio, las transiciones de cámara que quitan el hipo o la atmósfera sonora que podría ambientar hasta a un folio en blanco siguen ahí, e irán cogiendo protagonismo conforme avancemos. Aparece también al fin ese bluegrass prometido y delicioso, mucho más de lo que suele ser habitual para un profano en el género.

Y aparece también ese toque entre místico y sobrenatural que habíamos intuido mientras permanecía esquivo y tímido. Las dosis de surrealismo estarán presentes a cada paso que demos, y si bien estos detalles (mucho más que “detalles”, a decir verdad) no suelen ser santo de mi devoción, lo cierto es que se ha conseguido que encajasen sin fisuras con el resto del juego, resultando estimulantes y fascinantes a partes iguales. Siendo seguramente el cambio más importante y destacable será el que menos mencione en este análisis, pues poco se puede decir que no sea mejor si lo descubrís por vosotros mismos.

Poco a poco y con algún retraso de por medio, Kentucky Route Zero está protagonizando la historia de la promesa que se convirtió en realidad. Pocas dudas quedan ya de que en Cardboard Computer hay talento de sobra para mantener el nivel y entregarnos, a finales de año si nada se tuerce, la conclusión de un nuevo hito del videojuego independiente, una de esas escasas obras maestras capaces de reírse del paso del tiempo. Hasta entonces, eso sí, tocará soportar una larga espera.
Publicado: 27 de Marzo
¿Te ha sido útil este análisis? No