38 Reviews liked by SuperAngoose


This game is a great exploration of auteur theory in a setting where the old ways of America are slowly fading away and being replaced. You are the director and (most of) the choices you're provided do not change the story. You're decisions may initially seem arbitrary and have little consequences but through your choices, the game reflects your own personal tastes through tone of the narrative. In this way KR0 is a powerful interactive movie. It's a visually stunning movie at that, where the games minimalism can lend into some very memorable scenes.
The only downside is that the game can be quite slow, requiring a fair amount of patience, but good things come to those who wait.

I understand this is one of the least popular zelda games but I personally feel this has some amazing game design, boss levels some really clever game mechanics. I accept flying at times could be awkward but outside of that the controls for the game felt great with little to no issue for me to communicate my actions to the Wii. The characters are great and have understandable growth and arcs while the world is so beautiful. The time crystals in the desert are a genius mechanic for you to appreciate how much beauty was lost in a two for one biome. The story is also a very interesting one that ties in to the timeline of the Zelda series well and provides some cool lore. I think this is really underappreciated.

Way too hard to do it without a guide. No numerical indicators, everything is shown through minute changes in character art and can definitely be hard to interpret. Some of the worst parts of the game use RNG in the middle of a very unforgiving setting. Original mode is incredibly difficult to get through without making pragmatic sacrifices but easier versions can make let you get your ideal ending.
This all makes the story go unappreciated as it's hidden behind a brutal system that deters casual gamers. The difficulty however makes the story more intense with each situation genuinely causing your heart to race as you get closer and closer to your goal. The game introduces a great deal of ethical concepts and asks you to choose between two evils and the DLC provides opportunities to make your life easier by compromising your own morals.
On sale this game is an amazing bargain and challenge.

the first game theory video on this game irrationally pisses me off because matpat paints max fleischer as this absolute unknown nobody who never got his due when bro everyone fucking knows his work people literally call it fleischer era animation what fucking planet are you on

(for this review, i am using it to describe all of the 5 Acts and the 5 interludes as well)

this game is a watershed moment in games and it lasted a full decade. even if you will never play this game, you will touch a different game in the next 30 years that has had its DNA irrevocably altered by it. nearly everything about what games makes great is present somewhere in kentucky route zero.

35 hours in, i am stuck on a puzzle for over one hour. i push blocks around aimlessly. i go to a different world. i accidentally do something that will change my understanding of the game forever. in my hubris for thinking i was close to the end, baba has humbled me.

i use the website Baba Is Hint for the rest of the game (which i HIGHLY recommend). the opening phrase is "the Main Game is basically just a tutorial for the Late Game." i bury my head in my hands.

on hour 64, i have 100%'d the game. i am free and i long for more of the prison.

This review contains spoilers

the main character gets told that she's pregnant with God and immediately gives herself an abortion, and if you don't think that's the tightest shit then get out of my face

people like to throw around the word "pretentious" when talking about things that they don't like, but i don't think that they Actually know what it means. when we, as people, describe something as pretentious, we mean that it is attempting to peacock as though it is more intelligent or significant than it actually is.

well, buddy, look no further than this game for that definition. a game whose gameplay is worse in nearly every way than its predecessors, one that makes grand gesticulations towards the ideas of "racism" and "american exceptionalism" only to fall flat on its face every step of the way, and possessive of a "twist" so meaningless in the context of the plot that acts merely as a smokescreen to quickly make its escape as it hopes players will walk away unable to remember anything else about the game.

if there were a poll online for "The Most Pretentious Game of All Time", i would bet money on the collective reddit-esque hive mind of "gamers" choosing something like Braid. well Bioshock Infinite, you've got my vote, friendo!

this game just showing me a dead bird in the middle of a field made me feel more than the entirety of undertale tbh

you could not possibly make a game that's more My Shit than a mixed media real time sidequest-first anti-RPG with quietly tremendous influence on everything that came after it

good game but it perpetrates the harmful myth that british people are funny and have good ideas

This review was originally going to be "Off-Peak City Vol. 1 is the Death Stranding to Jazzpunk's Metal Gear Solid," but that doesn't make any goddamn sense, so now it's this.

game feels really fucking GOOD. smashing dudes is RAW. the neon colours look KALEIDOSCOPIC. the music is THUMPIN like a bastard headache. hotline miami is so primal it's like a doom for the modern day. du-dudu-dudududu-duuu-dudududududududududu-duu du-dudu-dudududu-duuu-dudududududududududu-duu du-dudu-dududududu-dududududududududu du-dudu-dudududu-duuu-dudududududududududu-duu

It's hard for me to articulate why this game is as formidable as it is. To describe the complete effect is to delve into my own personal regrets and the machinations of my traumas and go on for pages about the inherent weaknesses in our primal behavior and instinctive response to harmful external stimuli. This is at once a distortion of patriarchal establishments and institutions and also a wretchedly grim portrayal of psychological trauma. The world here is an artificially manifested microcosm of these ideas falling into gradual deterioration and acts as an encompassing amalgamation of the developer's influences. Through the presence of homage, this comes out as something dazzlingly singular for the medium. A game that progressively self-destructs alongside its broken protagonists, its mechanics deliberately clunky and devoted to inducing sheer panic and anxiety in the player. Less so consistently terrifying (though it definitely can be lol) than it is utterly consuming; its murky visual design, voice acting, and Yamaoka's crepuscular soundtrack infecting every facet of my life and coercing me to reflect on my own personal shortcomings as a person.

In one way or another I spent every waking moment in the week I played this game in 'Silent Hill'. It stands as a cruel embodiment of our fears and the insecurities that come with how we view our self-image but it is also a call for judgment for the sins we commit against each other. Very rarely does a game engage so forcibly on the lonely nature of depression or the assaulting impact that guilt and abuse can have and how these states of mind are seeded by traumatic memories. The result is a punishing and overwhelming experience that left me awake at night thinking over its thematic implications, its stilted gameplay haunting my every move during the day, and in my dreams in awe of its intricacies and how brilliantly it grounds its images and sounds into the player's conscious. Everything here is faithful to the overarching atmosphere and it's something that's made me question the credibility of a "perfect grade" for a game. For an object of beauty so outwardly flawed by design it's as luminescent as something like this can get.