case: (Default)
Case ([personal profile] case) wrote in [community profile] fandomsecrets2014-05-07 07:03 pm

[ SECRET POST #2682 ]


⌈ Secret Post #2682 ⌋

Warning: Some secrets are NOT worksafe and may contain SPOILERS.

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Notes:

Secrets Left to Post: 01 pages, 024 secrets from Secret Submission Post #383.
Secrets Not Posted: [ 0 - broken links ], [ 0 - not!secrets ], [ 0 - not!fandom ], [ 0 - too big ], [ 0 - repeat ].
Current Secret Submissions Post: here.
Suggestions, comments, and concerns should go here.
dethtoll: (Default)

Kentucky Route Zero Act III is out

[personal profile] dethtoll 2014-05-08 12:08 am (UTC)(link)
tl;dr check reply for full commentary
dethtoll: (Default)

Re: Kentucky Route Zero Act III is out

[personal profile] dethtoll 2014-05-08 12:09 am (UTC)(link)
And it was worth the nearly year-long wait. I actually went and replayed Limits and Demonstrations, the first two acts, and The Entertainment, before jumping into Act III -- it's that kind of game, that deserves a replay before each new act.

I've said it before, but it's become really apparent with the new release that the game is a love letter to all the weirdness of growing up at the edge of civilization (no longer the edge, now) in the 1990s, playing old text adventure games and reading obscure hand-me-down copies of science fiction books from the 70s late into the night in mid-summer. The game itself makes numerous references to the early days of computing (including multiple references to Colossal Cave Adventure -- no surprise given their similar inspirational roots) and to how artists in the 70s and 80s used then-emerging technology (sometimes blended with older, outdated tech) in their work, something I was fascinated with growing up. Parts of the architecture and interior design remind me of all the strange, 70s-era brown-brick buildings, almost monolithic in their perceived enormity, uniformity and ubiquitousness, with ugly green linoleum (long gone) and faux-wood paneled interiors, that I was dragged to on a near-daily basis in the early 1990s, especially in the summer. The magical realism that drives the game's plot seems to be set to the same tune as the million weird books I read 20 years ago, the strange games I found on a stack of old discs I was given, and so on.

There are so many amazing moments throughout all 3 acts and the free side-games I'd be hard-pressed to pick a favourite, but getting to write your own keytar-driven love song (as it's being sung!) has to be on the shortlist. I'd link you to it, but I don't think it's on Youtube yet and deserves to be experienced in-game first anyway.

It's basically a point and click adventure game, but it's similar to the Walking Dead where the focus is on writing and characterization, not puzzles. But where in TWD the decisions you make have to do with immediate cause-and-effect, in KRZ you're essentially constructing a background for most of the characters you meet. My version of Conway is tragic to the point of near stereotype, and that seems to have played a big part in the end of Act III.

If you want a game that is at once unconventional (within its genre and in general) and gorgeously realized with a highly stylized, almost retro-art feel, with a story like something out of a dream, the kind of thing you'd only find in obscure text adventures and novels before their authors got famous... this is the game for you.

And maybe, too, you'd get a look inside the quieter, woodsier part of my head, and understand, implicitly, where my safe place was.

Can't wait for Act IV.

http://kentuckyroutezero.com/

Re: Kentucky Route Zero Act III is out

(Anonymous) 2014-05-08 05:21 pm (UTC)(link)
I'm not usually into computer games, but you make this one sound really interesting. Going to look it up. Thanks for the interesting review!