{"id":305,"date":"2015-09-24T15:26:29","date_gmt":"2015-09-24T15:26:29","guid":{"rendered":"https:\/\/aperture.byu.edu\/?p=305"},"modified":"2015-11-09T19:22:40","modified_gmt":"2015-11-09T19:22:40","slug":"kentucky-route-zero-game-as-self-commentary","status":"publish","type":"post","link":"https:\/\/aperture.byu.edu\/?p=305","title":{"rendered":"Kentucky Route Zero: Game as Self-Commentary"},"content":{"rendered":"<p><strong><em>Kentucky Route Zero isn&#8217;t a game about puzzles, as old-school adventure games were\u2014it is a game that is itself a puzzle.<\/em><\/strong><\/p>\n<p>By James Perkins<\/p>\n<p><!--more--><\/p>\n<p><i><span style=\"font-weight: 400;\">Kentucky Route Zero<\/span><\/i><span style=\"font-weight: 400;\"> released the first of its \u201cActs\u201d on January 7, 2013. It was an odd title\u2014a \u201cpoint and click\u201d adventure game that had more in common with <\/span><i><span style=\"font-weight: 400;\">Twin Peaks<\/span><\/i><span style=\"font-weight: 400;\"> than it did <\/span><i><span style=\"font-weight: 400;\">The Secret of Monkey Island. <\/span><\/i><span style=\"font-weight: 400;\">In it, the player takes the role of Conway, a graying truck delivery man for an antiques store, trying to reach an elusive address that doesn\u2019t appear anywhere on a map. Like its <\/span><span style=\"font-weight: 400;\">protagonist\u2019s<\/span><span style=\"font-weight: 400;\"> quest, the player\u2019s search for &#8220;5 Dogwood Drive&#8221; off the magically-real \u201cRoute Zero\u201d <\/span><span style=\"font-weight: 400;\">which<\/span><span style=\"font-weight: 400;\"> raises more questions than it solves\u2014to the frustration of some of its players. Though the Grand Winner at the 2013 Independent Games Festival, <\/span><i><span style=\"font-weight: 400;\">Kentucky Route Zero <\/span><\/i><span style=\"font-weight: 400;\">never found the broad audience that contemporary adventure games such as <\/span><i><span style=\"font-weight: 400;\">The Walking Dead<\/span><\/i><span style=\"font-weight: 400;\"> did. But perhaps <\/span><i><span style=\"font-weight: 400;\">Zero<\/span><\/i><span style=\"font-weight: 400;\">\u2019s appeal has more to do with what it says about adventure games than what sheer ludic pleasures it provides. Games like <\/span><i><span style=\"font-weight: 400;\">Braid <\/span><\/i><span style=\"font-weight: 400;\">and <\/span><i><span style=\"font-weight: 400;\">Fez<\/span><\/i><span style=\"font-weight: 400;\">\u2014the indie darlings of 2008 and 2011, respectively\u2014were certainly more financially viable than <\/span><i><span style=\"font-weight: 400;\">Kentucky Route Zero<\/span><\/i><span style=\"font-weight: 400;\">, but they share its interest in challenging conventions of both play and genre. Where <\/span><i><span style=\"font-weight: 400;\">Braid <\/span><\/i><span style=\"font-weight: 400;\">and <\/span><i><span style=\"font-weight: 400;\">Fez <\/span><\/i><span style=\"font-weight: 400;\">deconstructed the Platformer, <\/span><i><span style=\"font-weight: 400;\">Kentucky Route Zero <\/span><\/i><span style=\"font-weight: 400;\">does the same to the Adventure Game. The result is an excavation of the forms and tropes of its medium, a bridge to the novelistic and theatrical traditions that predated it, and a poetic self-critique of its own status as a computer program.<\/span><\/p>\n<p><i><span style=\"font-weight: 400;\">Kentucky Route Zero <\/span><\/i><span style=\"font-weight: 400;\">opens with Conway, an aging truck driver, standing in front of a monumental horse-head sign reading \u201cEquus Oils.\u201d You\u2019ve stopped here to get the first of what will prove to be many suggestions on how to reach the address the antiques dealer has tasked you to visit. In true fetch-quest form, the man at the gas station informs you that he\u2019ll help you access his computer for directions if you fix the circuit-breaker beneath the station. Descending into the cavern below, Conway witnesses players seated around a table, rolling dice and commenting on a roleplaying game they appear to be playing. While they remain completely oblivious to Conway\u2019s queries, they too have lost something\u2014a twenty-sided die, which, on further inspection, proves to be adjacent to the key you were commissioned to find in the first place. On returning from finding it, however, the RPG group is gone. The game begins by introducing us to the deep (literally underground) roots of adventure game storytelling\u2014and the allusions only pile on throughout the rest of the game. Similarly, it acquaints us with liminal figures that always flit on the margins\u2014ghosts of both gaming\u2019s history and the history of the Kentucky coal mines around which the game takes place. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">The game then introduces us to Shannon, a dispossessed TV repairwomen who arrived at the local mines searching for something she says she&#8217;s lost. The game cuts back to Conway, whose first tip to learn how to get to the house he\u2019s meant to visit is to pass the \u201ceternally-burning tree\u201d\u2014helpfully indicated on your driving interface by just that, a tree constantly on fire\u2014to a house on the side of the road. There, you meet Weaver, a university student studying mathematics, who, like the Greek Fates, cryptically informs Conway that the only way he\u2019ll find his quarry is through the \u201cZero,\u201d and the only way he\u2019ll find that is by contacting her cousin, Shannon. While passing between these areas\u2014each splayed out from one camera-angle, over a crisp art style\u2014the player can sometimes hear doleful bluegrass music, played by silhouetted figures in the foreground that disappear, unremarked upon, when the scene ends. Weaver, too, goes missing right after talking to her. The presentation gives the impression of surreal theatre, with characters popping on and off stage when it suits them, locations and set pieces obeying only their own, internal logic. It\u2019s not an accident that the game is not only divided into \u201cActs\u201d but also scenes, each change announced by black-and-white titles.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Shannon and Conway\u2014the one acerbic, the other taciturn\u2014begin their odyssey to reach the Zero. Shannon\u2019s motivations for sticking with Conway aren\u2019t ever clear\u2014rather, she seems to help him out of loyalty to Weaver, whose parents, you soon learn, were killed when the local mines flooded. Shannon\u2019s role as a TV repairwoman also carries self-referential significance: in the closing of Act I, Shannon and Conway again encounter Weaver, who asks Shannon to fix her TV. After doing so, the back-window of the house fazes out like TV static, revealing the entrance to the Zero itself. \u00a0By repairing the television\u2014literally, the \u201cfar vision\u201d\u2014Shannon and Conway can finally enter the parallel world of the Zero. They, like the players, are transported by our screens into an alternate dimension. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">Throughout this journey, the player chooses branching dialogue options when piloting either Conway or Shannon, which, rather than simply illuminate different sides, construct entirely different realities. Take this exchange with Weaver, for example:<\/span><\/p>\n<p><b>Weaver<\/b><span style=\"font-weight: 400;\">: That\u2019s not how it\u2019s supposed to look. You\u2019ve made a mistake setting it up. Is it a foreign object to you? Which of your parents was it who wouldn\u2019t allow you to watch television?<\/span><\/p>\n<p><span style=\"font-weight: 400;\">To which Conway has the following dialogue options:<\/span><\/p>\n<p><b>Conway: <\/b><span style=\"font-weight: 400;\">Ma thought she heard ghosts in the static.<\/span><\/p>\n<p><b>Conway: <\/b><span style=\"font-weight: 400;\">Dad thought it was radioactive<\/span><\/p>\n<p><b>Conway:<\/b><span style=\"font-weight: 400;\"> I know how to set up a TV<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The game prompts the player not only to imagine what sort of man Conway is, but gives them the power to envision his <\/span><i><span style=\"font-weight: 400;\">past<\/span><\/i><span style=\"font-weight: 400;\">. This device comes to the fore in an exchange Conway shares with Lysette in a flashback scene in Act 3. Lysette, his boss at the antiques shop, stumbles through her dialogue, trying to dredge up old memories, as Conway fills in the gaps. While the bare bones of the story remain the same, the details shift widely based on the player\u2019s interpretation.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">This kind of \u201cexistential\u201d dialog system not only places the player in an active role, but it also alludes to human-computer interaction generally. Conway, Shannon, and other characters interact with computers frequently, searching through indices and reading files. This process occurs on a more macro-level as well. Later in Act II, Conway and Shannon travel through the Route Zero itself, a large torus that can only be traversed by following \u201cobscure rituals\u201d that seem half-way between a scavenger-hunt and input instructions: go clockwise until you reach the crystal, then go counterclockwise until you reach the feather (for example). Each are symbols that the miners used to help them find their way in the mines you visited in Act I, but now, on the Zero, they appear as silver shapes that hover in front of you until you pass them. On reaching these \u201cside-quest\u201d destinations, instead of a graphical interface, you enter into a simple black\/white text command, which then tells you a story stripped of text. <\/span><span style=\"font-weight: 400;\"><br \/>\n<\/span> <span style=\"font-weight: 400;\">While this aspect of the game\u2014the allusion to old text-based adventures, remained tangential to the main story through Acts 1 and 2, it moved is now front and center by Act 3. Conway, Shannon, and a gang of followers they\u2019ve collected throughout the journey (again, all in effort to make an \u201cantiques delivery\u201d to Dogwood Drive) come to the end of a highway road off the Zero, and enter what the act titles glibly call \u201cThe Hall of the Mountain King.\u201d There they encounter Donald, an old computer scientist stoking his dream-project. His life work, Xanadu (recalling both Coleridge\u2019s <\/span><i><span style=\"font-weight: 400;\">Kublai Khan<\/span><\/i><span style=\"font-weight: 400;\"> and <\/span><i><span style=\"font-weight: 400;\">Citizen Kane<\/span><\/i><span style=\"font-weight: 400;\">), is an eternally self-immolating mainframe computer that, after some coaxing, relays to Conway and company what first appear to be classic text-based scenarios: <\/span><i><span style=\"font-weight: 400;\">enter a wood, enter a house, \u201cgo North.\u201d <\/span><\/i><span style=\"font-weight: 400;\">However, as they continue to interact with the program, they find that it simulates the very reality they\u2019ve fallen into\u2014a record of the Donald\u2019s past as an obsessive researcher, but also a spooky simulacrum of their present. The players of <\/span><i><span style=\"font-weight: 400;\">Kentucky Route Zero<\/span><\/i><span style=\"font-weight: 400;\"> thus \u201cplay\u201d players of a game themselves, driving deeper and deeper into the caverns of memory. It\u2019s no accident that \u201cXanadu\u201d lies at the heart of the game\u2019s five acts\u2014a centrifuge that keeps the whole plot spinning.<\/span><\/p>\n<p><i><span style=\"font-weight: 400;\">Kentucky Route Zero <\/span><\/i><span style=\"font-weight: 400;\">thus isn&#8217;t a game about puzzles, as old-school adventure games were\u2014it is a game that is itself a puzzle. Its creators, Jake Elliott and Tamas Kemenczy, have backgrounds in experimental music and performance, and it shows. The game&#8217;s fusion, then, of interactive elements of avant-garde theatre, challenge the readers to pay attention, alienating them from their own experience of playing a game&#8211;forcing them to consider not only the <\/span><i><span style=\"font-weight: 400;\">message, <\/span><\/i><span style=\"font-weight: 400;\">but the medium itself. <\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Kentucky Route Zero isn&#8217;t a game about puzzles, as old-school adventure games were\u2014it is a game that is itself a puzzle. By James Perkins<\/p>\n","protected":false},"author":1,"featured_media":324,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[38,39],"tags":[],"_links":{"self":[{"href":"https:\/\/aperture.byu.edu\/index.php?rest_route=\/wp\/v2\/posts\/305"}],"collection":[{"href":"https:\/\/aperture.byu.edu\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/aperture.byu.edu\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/aperture.byu.edu\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/aperture.byu.edu\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=305"}],"version-history":[{"count":2,"href":"https:\/\/aperture.byu.edu\/index.php?rest_route=\/wp\/v2\/posts\/305\/revisions"}],"predecessor-version":[{"id":309,"href":"https:\/\/aperture.byu.edu\/index.php?rest_route=\/wp\/v2\/posts\/305\/revisions\/309"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/aperture.byu.edu\/index.php?rest_route=\/wp\/v2\/media\/324"}],"wp:attachment":[{"href":"https:\/\/aperture.byu.edu\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=305"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/aperture.byu.edu\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=305"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/aperture.byu.edu\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=305"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}