Act III of Kentucky Route Zero begins with a flashback, a conversation between Conway and Lysette, the woman he delivers antiques for. Their conversation recalls an old tragedy that clearly haunts Conway, and establishes memory and loss as themes that run throughout the act; characters frequently talk about the ways in which they've been shaped by moments in the past, and those moments sometimes intrude on the present. Conway's quest isn't realistic, but the hearts and minds of the characters, people who are as damaged and hopeful and dedicated as any of us, give you something to stay latched on to even when Kentucky Route Zero's narrative leaves logic behind and detours into the realm of dreams.
Kentucky Route Zero has always challenged traditional notions of player control and choice. You don't play as any one character--you might be choosing dialogue options for Conway one moment, and then choosing the tone an unheard voice on the telephone is using the next. Your role is not that of a traditional player in a traditional adventure game; it's something closer to that of a collaborator. This approach is manifested most powerfully in one unforgettable scene at a small-town bar. In Act III, Conway and company meet up with a pair of young musicians, Junebug and Johnny, who drag them to a gig at a bar called The Lower Depths. When Junebug and Johnny take the stage, something incredible happens. The roof flies away to reveal the moon and stars, and your choices influence the words of the hauntingly beautiful song that Junebug sings. It's a transcendent moment in which the beauty that always quivers under the surface of Kentucky Route Zero bursts forth, transpo rting the characters, and you, to someplace truly magical.
Conway's journey is always taking you to new and unexpected places--recall Act II's forest where time and space functioned in unusual ways and a bluegrass band provided soulful accompaniment to your explorations. Places like this give the entire journey a feeling of true discovery, and in Act III, Kentucky Route Zero ventures so boldly beyond our expectations that it achieves a special kind of greatness. There are worlds within worlds in Kentucky Route Zero--literal worlds under the surface, virtual worlds in dusty old computers, and worlds of memory locked away in the troubled hearts of its characters. Toward the end of Act III, you explore the virtual realm that exists in the consciousness of a moldy old machine called Xanadu--you're exploring a world in a computer while exploring a world in a computer, and just as the world of Xanadu has connections to the reality of Conway and his companio ns, Kentucky Route Zero has very real things to say about our world and our lives.
The game's meanings aren't simple, its logic not straightforward. It is, in its own way, as dreamlike as a typical Haruki Murakami novel, and every bit as captivating. Like Murakami's work, it can take on a life of its own in your own mind because it operates according to rules that belong more to the subconscious than to the conscious, effortlessly blending the concrete and the magical. Kentucky Route Zero is not, in any sense, a typical adventure game. It's an incredible one.