Reviews from

in the past


a beautiful poem lamenting the death of Project Cybersyn

English | Español

A magic game about a journey full of emotions that happens through an improbable road story. Slow, thick, with tons of text and a heavy inspiration in other media beyond videogames, especially theatre. This is a unique experience.

Un juego mágico sobre un viaje cargado de emoción que se articula como una improbable historia de carretera. Lento, denso, con muchísimo texto y fortísima inspiración en medios más allá del videojuego, especialmente el teatro. Una experiencia única.

I've been thinking about the ending of this game ever since I finished it. While it drags at times, it sticks the ending so wonderfully. Poignant and delightfully mysterious

I feel like this game tried a bit too hard to be abstract and different. I commend it for that, but it also kept me from being as invested in the characters, the story, or the world because of it.

Often compared to great American literature, KRZ is a heady and dense visual novel-like experience that follows a group of nobodies in post-economic collapse Kentucky as they attempt to make something of their meaningless lives. It’s a sad and macabre tale that spins its themes with a surrealist thread, sometimes to the point of losing focus and steam.

Full Review: https://neoncloudff.wordpress.com/2020/02/28/now-playing-february-2020-edition/


There may never be another game quite like Kentucky Route Zero, but that's fine with me. Just makes it even more special

I've never wanted to like something more, but struggled so hard to actually sit down and enjoy it.

I find this game difficult to explain. It's hauntingly beautiful and I've never played something quite like this before.

Still mindlessly fucking boring after act 2

Es uno de esos juegos donde tienes que darle bastante vueltas. Un título centrado en sensaciones y experiencias. Viñetas. Experimenta y busca cambiar su estilo continuamente. Diría que lo aprecio más de lo que realmente me gusta.

Meu GOTY. Fui completamente fisgado do início ao fim e adorei cada minuto de cada capítulo - que atmosfera!

one of the most affecting game experiences i've ever had

sometimes i hesitate to call this a game but i'm not really sure what it would be, instead

but it does make my soul hurt really bad (example: junebug's dive bar performance)

This is a masterpiece. It is a beautiful example of the uniqueness of games as a medium. The writing, music, art style, and sound design all drew me in to this strange and occasionally unsettling narrative. Some of the scenes in this will stick with me for a long time. Warning: It's a lot of reading. I played this for an hour or two before bed each night and that was perfect.

I kept trying to go back to it but eventually just had to DNF it. I figured that if I hadn't gotten it in Act 4, I wouldn't get it at all. KRZ came heavily recommended to me from many people but it's very much Not For Me. The story did absolutely nothing for me, gameplay was pretty unfun. Atmosphere neat.

this isn't a game, this is art

This one just didn't click with me. While I respect what this game is trying to convey with its message and setting, I must admit I didn't totally understand what the game was trying to say until reading an online summary.

It's probably not fair to judge this game on fun factor, but I just didn't find it to be a gratifying experience.

Overall a very thought-provoking game. Very well-written, with some complex ideas going in in the background (and foreground). Did find myself lost a few times, snapping me out of the game, but outside of that it's a pretty amazing game.

Just an amazing audiovisual experience. The theme of abandonment kept me exploring the game like an old, abandoned building. Some late game plot stuff went overly long, but really enjoyed myself. I'm sad that some things never got resolved, but that's just the way some of these things happen in real life.

Interesting game, have to take it as it comes and just experience it. Don't rush!

I think it's safe to say that Kentucky Route Zero has left me overwhelmed with thought. It's a game that has a lot on it's mind but takes it's time to let it all out. Like a lonely campfire story that takes all night to tell. It's a game that truly feels like it has a soul to it. A beating heart that invites you to listen at it beats to a rhythm you feel like you've known all your life. I recommend knowing as little as possible before playing, the journey is best experienced with fresh eyes, unknowing of any destinations along the way.

I feel like there's so much left for me to say and yet I struggle for the right words. A game that has left me truly speechless, and one that I will think about perhaps for the rest of my life.

I'm kind of a sucker for southern gothic shit and narratively this was right up my alley. I love "Too Late to Love You" so so much and Ben Babbitt's cover of "This World is Not My Home" might be favorite version of that song. Lovely game, very sad.

Kentucky Route Zero is a special experience. Equal parts collaborative poetry and campfire story, KRZ manages to nail it's very specific tone so utterly I fail to find the proper words here.

KRZ captures the essence of Americana tinged with a surreal horror while telling a subdued, melancholic supernatural story of the prison of capitalism.

The interludes are all stand out, each one completely unique and utterly captivating.

My recommendation, should you decide to immerse yourself in the quest for Dogwood Drive, is to play in bed right before bed. Allow the game to usher you into dreams every night... it will make for a magical experience.

If there was one criticism I could make, and it's a small one, is that I find it frustrating the VR version of The Entertainment is no longer available.

A simply amazing game not enough people speak about. This one goes straight to one of the best game I have ever played. An artistic play more than a game, but a play where you decide the past, and rarely the future, of the characters

Just a normal delivery sim nothing to see here

I once began this game in 2020 and stopped playing after only a couple hours of gameplay. It was not yet the right time for me - this game can feel like a heavy weight at times. I am so glad I gave it another shot.

Though this game is much more than a visual novel, if you generally do not enjoy reading books then this game is not for you. Much of the game play time is spent reading text without an animation or visual to support it. For me, this is alright as I am someone who felt immersed enough by reading the dialogue and narration. Some will disagree, that is fine.

Aside from that barrier that people seem to encounter, this game is a phenomenal experience front to back. At first I was frustrated by the fact that the game would introduce something fantastical and strange but not explain it's meaning. Much is left up to the interpretation of the player. But once I got used to the magical nature of the game, I was able to let go of trying to take things too literally.

The dialogue options and art direction are a real achievement from the developers - though the art assets are simple in design, they suit the game's atmosphere. I absolutely adored when the canonical folk songs would bleed through from the background. By the end I was totally invested in the characters and was left with a strong impression.

Not often do games manage to be poetic without risking their maturity. KRZ is as sophisticated as it is innovative. Highly recommend it.


There's a melancholic nostalgia that permeates Kentucky Route Zero. It's filled with raw and real shit. Real people. My heart breaks for these characters.

Creative narrative structure, remarkable production value, well-crafted writing, and deep philosophical ambitions around subjects such as community, family, and heritage made for the best video game experience I've ever had.

Kentucky Route Zero is the kind of game that makes me wish I was smarter. I feel like there’s a lot of clear symbolism and themes that are going way over my head, I wish I was better at literary criticism. I don’t think I’ve ever had such a polar opposite opinion change on a game. I really didn’t like this for my first playthrough - it gave me the worst House of Leaves vibes, all the weird shit with none of the unique and complex concept. I bounced off it hard, until at the very end when the funeral for the Neighbors and Conway being taken away more than anything I think made me want to give it another shot. I think I was expecting more in the way of puzzles and general ‘adventure game’ stuff, it’s really more of an interactive story with very light decisions making differences. I much more enjoyed my second play through where I wasn’t expecting it to be something it simply isn’t. The presentation is impeccable, the art style and music is wonderful. I did more ‘exploring’ during my second playthrough though, finding little vignettes and little moments of storytelling. The tone is so melancholy and has this overwhelming feeling of inevitability, even before Conway makes his bad deal. The sad history of his life and the way it connects with others. I do like how interwoven and related all the characters are - I definitely noticed these little matching moments more on my second playthrough. The funeral for the Neighbors honest go god nearly teared me up this time around. If nothing else, it’s an incredibly unique game. I’m glad I finally played it. For me I think it’s quite a depressing look at inevitability and of endings, how things might limp on but will all eventually finish. Conway’s attempt to finish his delivery, attempt to redeem himself maybe for Charlie’s death? Prove himself as worthy of Lysette’s final job. Shannon’s attempt to help him, Ezra’s attempts to find his family. Lula/Donald/Joseph’s attempts to create something meaningful. The town with no roads inevitably coming to an end. The final act in particular makes me really sad, all these people deciding to leave because the anchor - their community television station - was destroyed and their Neighbors killed. I picked a lot of options which involved characters staying or moving to the town but it didn’t feel genuine.

first review: i doubt i'll ever wrap my head around all the ideas at play here, but i don't think that's the point. for now, i absolutely adore the art and the pacing of the narrative

after finishing: well, it took me like 2 years, but i finally got through this. it's beautiful, impenetrable, and such a special work in the history of games. time to hit the essays