Mining For Truth in Kentucky Route Zero
Kentucky Route Zero is a ghost story. The episodic point and click adventure game from the two-man team of Cardboard Computer digs deeply into Kentucky’s history and culture to create a game that explores the ways those who came before can impact us in subtle but inescapable ways. It’s a low-key, challenge-free, narrative-focused experience that conveys its meaning primarily through tone.
Kentucky Route Zero understands that history itself is a collection of ghosts. When we consider our past, we also consider the joy and the pain and the trials that made us who we are. It’s not a simple thing to examine the past—every historical event is loaded with meaning and emotion and certain truths which can be internalized in such a way that we begin to relate deeply to the people involved. We begin to feel haunted.
Kentucky Route Zero also feels haunted, a sensation partially created by the game’s deliberate nature. Nothing about it is rushed, from how we play it to how it was made. The pace is slow and considered, and that’s the attitude Jake Elliott and Tamas Kemenczy of Cardboard Computer had when making the game. Less “when it’s done” apathy than a planned and measured stroll through sacred themes and places, the game’s episodic structure is a perfect fit for realizing its thematic intent. With no strict release dates yet in place, they plan on releasing all five acts over the course of the next year, ending in January 2014. According to Elliott, players will likely have until April of this year to dwell on the first act.
The developers behind Kentucky Route Zero may be haunted by history themselves, if their creative output is any indication. The past work of Jake Elliott and Tamas Kemenczy is firmly rooted in the antiquated, demonstrated most cogently in an art installation called “Magic Matrix Mixer Mountain,” a cobbled-together sculpture made up of old broken computers, surveillance cameras, and other random equipment. While Elliott and Kemenczy were only two of several collaborators on this project, it seems to have set the tone for their work going forward. “Magic Matrix Mixer Mountain” is a technological ghost—a distinctly unnerving experience that reminds one of the uneasiness that nostalgia often ignores in a haze of discontentment. While so many of us pine for the “good old days,” Elliott and Kemenczy are here to remind us that the good old days had their own problems.
They seem to have made Kentucky Route Zero a reminder of the dangers of nostalgia and the realities of historical suffering nearly on accident. These themes seem understated at times, blunted at others—secondary characters in Kentucky Route Zero share their dilemmas with the protagonist, Conway, matter-of-factly. “One of the themes in the game is how debt can enslave us. Another is alienation of labor,” Elliott explains. “The worker’s life and safety are not aligned—the worker’s concerns are not aligned with the employer’s concerns. So they fall naturally into these exploitative situations.” Struggle in Kentucky Route Zero seems to result naturally, almost lazily, from the systems already in place. Characters seem to understand that they live in a world under a curse. It is not presented as a pressing matter because it is literally a living fact.
It’s a game of exploration, not primarily of worlds or mechanics, but of established cultural moods and historical systems that are taken for granted by the games’ inhabitants. As Conway and Shannon, who act as alternating avatars for the player, descend deeper into the mines, they find themselves confronted with injustices inflicted on an entire work force that existed a generation ago. They weren’t searching for ghosts, but when they found them, they couldn’t turn away.
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