Kentucky Route Zero Is An Original Because It Steals Widely And Freely

Kentucky Route Zero is celebrating its five-year anniversary today, January 28, 2025. Below, we look back at its inspirations and excitement for experimentation.

It is in the details that Kentucky Route Zero stakes its claim beyond video games. Its typewriter typography. The terse descriptions of characters between bursts of dialogue. The adventure game actions written like stage directions. Lights that illuminate the new parts of a stage or set. It is the details that matter. In practice, KRZ doesn’t play differently from any other adventure game, but it feels different than many of them. This is because it takes from a wide array of influences, many beyond the usual preview of video games. Its interest in theater, film, visual art, and radio is what still makes it a vivid game five years later.

It is no secret that video games can be a little self-obsessed. While one could meaningfully label a painting, a movie, or a book as “science-fiction” or “romantic,” video game genre designations like “roguelike” or “platformer” can only really describe video games (though if any one wants write an essay about what novels could be described as “strategy” or “simulation,” I would be very eager to read it). Many–even most–big-budget games borrow from a ready-made list of influences, such as Star Wars, Alien, Indiana Jones, or Lord of the Rings. This narrow set of sources can make video games feel sometimes hyper-generic: unable to node themselves into a meaningful network, but instead digging deeper into an ever-drying well. When a big game attempts a big homage to genuine artistic legacy, it can feel absurd. Who could possibly take Ghost of Tsushima’s “Kurosawa mode” seriously?

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