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What A Downer
It has been a while since we got a full-fledged installment of Kentucky Route Zero, Cardboard Computer’s magical realist adventure. Last week marked the release of Act III, and along with it came a review from Ryan Smith. In the comments, Merve voiced discontent with how the episode turned out [Note: specific plot details ahead]:
After waiting nearly a year for this act, I came away feeling a little disappointed. There are just too many disparate plot threads vying for attention in Act III, and ultimately none of them are given enough room to breathe.
I also found the tone and message overly bleak. The first two acts of the game (especially the second) seemed to argue in favor of the preservation of space. The third ascribes a grim inevitability to the deterioration and repurposing of space: Fighting it is futile. For example, take Xanadu, the supercomputer you come across. For Donald, its creator, it’s the ultimate act of preservation. It’s a catalog of better times spent with his former colleagues. It’s almost a literal memory bank. And yet it’s presented as some sort of weird, ridiculous fool’s errand. For Conway and his gang, Xanadu is just a means to an end. They’re not interested in the substance of the memory, just the information contained therein. They strip-mine the memory for its facts, ignoring whatever deeper meaning it might have held for Donald. And ultimately, players are more on Conway’s side than Donald’s. They just met Donald. They think he’s an eccentric weirdo. They, like Conway, just want to get on with it.
That’s really the problem with Act III. It doesn’t make the player want to empathize with anyone. It’s more interested in portraying their connections to their memories as strange and disturbing. (See also: Conway’s memories of Lysette’s dead son; Shannon’s memories of her mother and the bird cage.) I find it odd that a game whose first two acts poured a lot of effort into making players feel warmth and empathy for the characters and setting would then turn around and make them feel discomfort and possibly even revulsion.
Lokimotive had a different reading of Xanadu’s purpose:
I’m not sure I agree with your interpretation of Xanadu. I think it’s perhaps even more bleak than you [believe]. I took it that Xanadu was created not as a repository of memory but as a simulation. It just so happens that the simulation necessarily runs the exact same way as life and the game’s story did. Donald didn’t program that to happen, it’s just inevitable.
And parrotful combined the two outlooks with a bit of pertinent expertise:
I agree that this has been the bleakest of the three acts. It starts off on a bit of a high note (that performance!) and then becomes darker and more dour. There’s the caves, the bonfire at the heart of the mountain, the sinking into the earth underneath the church. Lots of hell imagery all around.
I found interacting with Xanadu a frustrating exercise (probably by the creators’ intention), and I think it comes down to the idea that Xanadu is an attempt to recapture what was lost and can never be recreated. I think they’re riffing off of the idea of someone clinging to the past so intensely that they get drowned in it.