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* CelebrityParadox: Ben Babbitt, the game's composer, [[InkSuitActor appears as Ben]] of the in-game bluegrass band The Bedquilt Ramblers. As composer, he also performs the music of in-game steel pedal guitar player Cyrano Cole. Both characters are in the same room during the Interlude ''Un Pueblo de Nada''. When that Interlude was [[https://www.youtube.com/watch?v=RJi33k5kznk filmed in live action]], Babbitt played the role of Cole.
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* MotionParallax: The parallax scrolling in act two's forest is an homage to Creator/ReneMagritte's "Le blanc-seing" ("The Blank Signature").
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additional entry to 'Catchphrase'

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** In Act IV, Conway noticeably starts to end his longer, more emotive sentences with 'ha ha'. [[spoiler:This is a clear effect of his fall back into drinking.]]
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Corrected 'High Times' whiskey to 'Hard Times'


* BittersweetEnding: [[spoiler:Conway falls in with the skeletal brewers at High Times Distillery and disappears halfway through ''Act IV''; he will never be seen from again, even in-game, as he has sold his body and soul to High Times as part of paying off his debt to them, and his corpse will be used to flavour the whiskey like every other enslaved worker there.]] Meanwhile, [[spoiler:Shannon never finds any explanation for what happened to her cousin Weaver; likewise, Ezra's parents are never found.]] Instead, [[spoiler:the party continues Conway's quest of delivering the antiques to 5 Dogwood Drive and finally finds the location, an incomplete house in a small town with no roads, after a large storm has flooded the place. The residents are grieving over the loss of two wild horses they lovingly refer to as "The Neighbours" as well as their own town, which was created by the BigBad the Consolidated Power Company but not properly maintained -- the flooding caused by drainage ditches not properly being implemented in the company's cost-cutting build of the town[[note]]Notably, the CPC sent a worker into the town to create the ditches while simultaneously stoking the town's fear of this man as an interlocutor, which led someone from the town to kill this worker in the night[[/note]]. While some of the residents decide to pack up and leave, the core cast unpack the antiques -- revealed to be the full furnishings of a house -- into the skeletal house and as they do, decide to stay in the town and help rebuild it, together.]] The "sweet" part of this gut punch is amplified by the fact that [[spoiler:the final shot of the game, of the game's cast inside 5 Dogwood Drive, can feature anyone from just the core group the player has been following, or just secondary characters, or nearly the entire extended cast of the game, including Weaver -- all depending on the player's dialogue choices throughout the game. The furniture will be laid out to make 5 Dogwood Drive a workhouse, a kitchen, a library, a stage, a home...even just as a doghouse for Conway's dog, depending on whom, if anyone, is staying to rebuild the community.]]

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* BittersweetEnding: [[spoiler:Conway falls in with the skeletal brewers at High Hard Times Distillery and disappears halfway through ''Act IV''; he will never be seen from again, even in-game, as he has sold his body and soul to High Hard Times as part of paying off his debt to them, and his corpse will be used to flavour the whiskey like every other enslaved worker there.]] Meanwhile, [[spoiler:Shannon never finds any explanation for what happened to her cousin Weaver; likewise, Ezra's parents are never found.]] Instead, [[spoiler:the party continues Conway's quest of delivering the antiques to 5 Dogwood Drive and finally finds the location, an incomplete house in a small town with no roads, after a large storm has flooded the place. The residents are grieving over the loss of two wild horses they lovingly refer to as "The Neighbours" as well as their own town, which was created by the BigBad the Consolidated Power Company but not properly maintained -- the flooding caused by drainage ditches not properly being implemented in the company's cost-cutting build of the town[[note]]Notably, the CPC sent a worker into the town to create the ditches while simultaneously stoking the town's fear of this man as an interlocutor, which led someone from the town to kill this worker in the night[[/note]]. While some of the residents decide to pack up and leave, the core cast unpack the antiques -- revealed to be the full furnishings of a house -- into the skeletal house and as they do, decide to stay in the town and help rebuild it, together.]] The "sweet" part of this gut punch is amplified by the fact that [[spoiler:the final shot of the game, of the game's cast inside 5 Dogwood Drive, can feature anyone from just the core group the player has been following, or just secondary characters, or nearly the entire extended cast of the game, including Weaver -- all depending on the player's dialogue choices throughout the game. The furniture will be laid out to make 5 Dogwood Drive a workhouse, a kitchen, a library, a stage, a home...even just as a doghouse for Conway's dog, depending on whom, if anyone, is staying to rebuild the community.]]



* ButThouMust: Doolittle of High Times Distillery pressures Conway into starting a job there so hard that he tells Dispatch that Conway will be starting tomorrow before Conway even agrees to it. He later lays out a glass of top-shelf whisky for Conway to drink to seal the deal. Without player input, the cursor is forcibly dragged towards the Drink command...and then ''clicks it on its own.''

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* ButThouMust: Doolittle of High Hard Times Distillery pressures Conway into starting a job there so hard that he tells Dispatch that Conway will be starting tomorrow before Conway even agrees to it. He later lays out a glass of top-shelf whisky for Conway to drink to seal the deal. Without player input, the cursor is forcibly dragged towards the Drink command...and then ''clicks it on its own.''



* CapitalismIsBad: It's the middle of a recession in a decaying section of semi-rural Kentucky. The local Consolidated Power Company controls has their fingers in every single pie through ownership of debt, and the [[spoiler:local whiskey distillery that they own, High Times, is a debtor's prison/not very subtle Hell allegory.]] The fact that [[spoiler:High Times starts each shift by giving each worker a glass of their most expensive whiskey and then expect each worker to pay it back as part of their contract says all one needs to know about them.]]

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* CapitalismIsBad: It's the middle of a recession in a decaying section of semi-rural Kentucky. The local Consolidated Power Company controls has their fingers in every single pie through ownership of debt, and the [[spoiler:local whiskey distillery that they own, High Hard Times, is a debtor's prison/not very subtle Hell allegory.]] The fact that [[spoiler:High [[spoiler:Hard Times starts each shift by giving each worker a glass of their most expensive whiskey and then expect each worker to pay it back as part of their contract says all one needs to know about them.]]

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* AdvancingBossOfDoom: As the game progresses, the [[spoilers:boys from the Hard Times distillery]] edge closer and closer to the ''player'' and the party that they are leading. In ''Act I'', only evidence of their existence is mentioned. ''Limits and Demonstrations'' offhandedly mentions "those men". They are mentioned a few times in ''Act II'' before one appears before the player in ''The Entertainment''. By ''Act III'', they are ''everywhere.'' [[spoiler:Once they have Conway's body and soul, they disappear from the narrative.]]

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* AdvancingBossOfDoom: As the game progresses, the [[spoilers:boys [[spoiler:boys from the Hard Times distillery]] edge closer and closer to the ''player'' and the party that they are leading. In ''Act I'', only evidence of their existence is mentioned. ''Limits and Demonstrations'' offhandedly mentions "those men". They are mentioned a few times in ''Act II'' before one appears before the player in ''The Entertainment''. By ''Act III'', they are ''everywhere.'' [[spoiler:Once they have Conway's body and soul, they disappear from the narrative.]]



* ButThouMust: Doolittle of High Times Distillery pressures Conway into starting a job there so hard that he tells Dispatch that Conway will be starting tomorrow before Conway even agrees to it. He later lays out a glass of top-shelf whisky for Conway to drink to seal the deal. Without player input, the prompt to drink will fade away and Conway will drink the whiskey by himself. ''With'' player input, the cursor is forcibly dragged towards the Drink command...and then ''clicks it on its own.''

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* ButThouMust: Doolittle of High Times Distillery pressures Conway into starting a job there so hard that he tells Dispatch that Conway will be starting tomorrow before Conway even agrees to it. He later lays out a glass of top-shelf whisky for Conway to drink to seal the deal. Without player input, the prompt to drink will fade away and Conway will drink the whiskey by himself. ''With'' player input, the cursor is forcibly dragged towards the Drink command...and then ''clicks it on its own.''''
** In ''Act IV'', there's an option to go deliver a package at the Echo River Central Exchange, or to stay on the boat and cook stew. If you stay on the boat, Cate comes up to Shannon and



* ExtremelyShortTimespan: The entirety of ''Kentucky Route Zero'' takes place over the course of 24 hours, from sunset to sunset; ''Act V'' takes the most in-game time, from mid-morning to sunset. The fourth Interlude, ''Un Pueblo de Nada'', occurs around the same time as ''Act II'', while the final Interlude, [[spoiler:''Death of the Hired Man'']], serves as an epilogue at some unspecified time in the future.

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* ExtremelyShortTimespan: The entirety of ''Kentucky Route Zero'' takes place over the course of 24 hours, from sunset to sunset; ''Act V'' takes the most in-game time, from mid-morning to sunset. The fourth Interlude, ''Un Pueblo de Nada'', occurs around the same time as ''Act II'', while the final Interlude, [[spoiler:''Death of the Hired Man'']], serves as an epilogue at some unspecified time in the future. One scene in ''Act IV'' is told from the perspective of psychology center staffers whom are reviewing some footage from the time of ''Act IV'' at least six months after the events of ''Act V'' [[note]]Scratch lottery ticket prizes must be claimed within 180 days of issuance in the state of Kentucky[[/note]].



** Less foreshadowing and more spoiling: [[spoiler:the staff of the Radvansky Center discuss the flooding of the WEVP-TV television station, which the player encounters in the following Interlude, ''Un Pueblo de Nada''.]] Granted, the characters talking about it are reflecting on the incident six months or longer after it happened.



* GoneHorriblyRight: [[spoiler:Weaver left Donald's basecamp at the Hall of the Mountain King and followed "the strangers" back to where they came from. She found a civilization that had issues processing debt, and she developed The Formula, their mathematical system to keep their expenses in check. The strangers? They're the skeletons running the Hard Times distillery. Weaver single-handedly pushed capitalism into overdrive.]]



* ItsASmallWorldAfterAll:
** A lot of people knew and worked with Weaver M´rquez.
** Mimi, one of the researchers at the Radvansky Center, dated Charlie, [[spoiler:the son of Lysette and Ira who died falling off the roof that Conway was supposed to fix, had he not been drunk at the time.]]



** Joseph wrote down his own version of the events as a computer program. This program is archived away in an old building and isn't accessible to the player.

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** Joseph wrote down his own version of the events as a computer program. This program is archived away in an old building and isn't accessible to the player. He also published them. Lula called this version "a bit tediously sentimental."



* RecursiveReality: Hinted at on the act selection screen.

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* RecursiveCanon / RecursiveReality: Hinted at on the act selection screen.



** ''Act III'' introduces Xanadu, an ancient computer created by Lula Chamberlain, Joseph the gas station attendant and a man named Donald. The computer turns out to be [[spoiler:an immersive sim showing Donald's perspective of their parting of ways, and the story eerily mirrors everything that's happened to the protagonists of ''KRZ'' thus far.]]
** It can be suggested that the Zero is not only a loop of space, but of time.

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** ''Act III'' introduces Xanadu, an ancient computer created by Lula Chamberlain, Joseph the gas station attendant and a man named Donald. The computer turns out to be [[spoiler:an immersive sim showing Donald's perspective of their parting of ways, and the story eerily mirrors everything that's happened to the protagonists of ''KRZ'' thus far.''KRZ'', even alluding to events past this point in the game's narrative.]] Once the player has completed the [[spoiler:breakup portion of Xanadu, a Sims-style game of Donald managing his assistants ensues. Play through it until the end and the computer ends with a readout saying your own party arrived, followed by Lula Chamberlin, before quitting. The party looks away from Xanadu and finds Lula Chamberlin standing there, repeating the line of dialogue the computer had just given her.]]
** It can be suggested that the Zero is not only a loop of space, but of time. Each of the "highways" on it are themed after specific places and could very well be underneath each one of them. For example, one loop has the stops The Sandwich, The Goggles and The Microphone, clearly referencing the bar The Lower Depths.
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looking up Kentucky on a map made me cry


* RealPlaceBackground: The overworld map is an actual map of Kentucky's major roads.

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* RealPlaceBackground: The overworld map is an actual map of Kentucky's major roads.roads around Mammoth Park. The southeast corner includes the real-life city of Glasgow, while the southwest corner cuts off right where Bowling Green is supposed to be.
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* ExtremelyShortTimespan: The entirety of ''Kentucky Route Zero'' takes place over the course of 24 hours, from sunset to sunset; ''Act V'' takes the most in-game time, from mid-morning to sunset. The final Interlude, [[spoiler:''Death of the Hired Man'']], serves as an epilogue at some unspecified time in the future.

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* ExtremelyShortTimespan: The entirety of ''Kentucky Route Zero'' takes place over the course of 24 hours, from sunset to sunset; ''Act V'' takes the most in-game time, from mid-morning to sunset. The fourth Interlude, ''Un Pueblo de Nada'', occurs around the same time as ''Act II'', while the final Interlude, [[spoiler:''Death of the Hired Man'']], serves as an epilogue at some unspecified time in the future.

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* AdvancingBossOfDoom: As the game progresses, the [[spoilers:boys from the Hard Times distillery]] edge closer and closer to the ''player'' and the party that they are leading. In ''Act I'', only evidence of their existence is mentioned. ''Limits and Demonstrations'' offhandedly mentions "those men". They are mentioned a few times in ''Act II'' before one appears before the player in ''The Entertainment''. By ''Act III'', they are ''everywhere.'' [[spoiler:Once they have Conway's body and soul, they disappear from the narrative.]]



* AlienGeometries: The Zero itself.



* AllThereInTheManual: Cardboard Computer [[https://www.youtube.com/watch?v=RJi33k5kznk filmed a live-action version]] of the interlude ''Un Pueblo de Nada''. Since the video purports to be the live broadcast from that evening, one can see all of the VHS tapes cut to during the evening broadcast, as well as the pirate signal that interrupts the show. The entire video adds additional context to other things seen and experienced in the second half of ''KRZ.''

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* AllThereInTheManual: Cardboard Computer [[https://www.youtube.com/watch?v=RJi33k5kznk filmed a live-action version]] of the interlude Interlude ''Un Pueblo de Nada''. Since the video purports to be the live broadcast from that evening, one can see all of the VHS tapes cut to during the evening broadcast, as well as the pirate signal that interrupts the show. The entire video adds additional context to other things seen and experienced in the second half of ''KRZ.''



* BigBad: As of ''Act III'', it appears to be [[spoiler:the Hard Times Whiskey distillery, which is colluding with the Consolidated Power Company to effectively enslave people in debt to either. Conway winds up being coerced by them by the Act's conclusion. Subverted in that neither company appears in the story again, apart from mentions of the power company and their general negligence for the well-being of the townsfolk in dialogue. Ultimately, the villain of the story is the act of exploiting the labor of people in order to build capital for a corporation while being left adrift in debt, the only mechanism of escape from which being further ingraining into said unfair exploitation. In other words, [[CapitalismIsBad the real enemy is capitalism]], and this is illustrated mainly through Conway's downfall.]]
** A minor but no less troubling one is [[spoiler:Frazier. His existence is only hinted at in ''Act V'', but combing through dialogue choices reveals that he was a citizen of that final town, and he manipulated the residents' open-mindedness[[note]]to discard unhelpful things and philosophies in order to build up more positive and supportive aspects of their own micro-culture[[/note]] to his own gain, expunging creative endeavours and knowledge he didn't like, all in attempts to consolidate power for himself. Frazier's actions ultimately fractured the town into the struggling state it is seen in when the player finally arrives there.]]
* BittersweetEnding: [[spoiler:Conway falls in with the skeletal brewers at High Times Distillery and disappears halfway through ''Act IV''; he will never be seen from again, even in-game, as he has sold his soul to High Times as part of paying off his debt to them, and his corpse will be used to flavour the whiskey like every other enslaved worker there.]] Meanwhile, [[spoiler:Shannon never finds any explanation for what happened to her cousin Weaver; likewise, Ezra's parents are never found.]] Instead, [[spoiler:Shannon continues Conway's quest of delivering the antiques to 5 Dogwood Drive and finally finds the location, an incomplete house, in a small town with no roads after a large storm has flooded the place. The residents are grieving over the loss of two wild horses they lovingly refer to as "The Neighbours" as well as their own town, which was created by the BigBad the Consolidated Power Company but not properly maintained -- the flooding caused by drainage ditches not properly being implemented in the company's cost-cutting build of the town[[note]]Notably, the CPC sent a worker into the town to create the ditches while simultaneously stoking the town's fear of this man as an interlocutor, which led someone from the town to kill this worker in the night[[/note]]. While many of the residents decide to pack up and leave, the core cast unpack the antiques -- revealed to be the full furnishings of a house -- into the skeletal house and as they do, decide to stay in the town and help rebuild it, together.]] The "sweet" part of this gut punch is amplified by the fact that [[spoiler:the final shot of the game, of the game's cast inside 5 Dogwood Drive, can feature anyone from just the core group the player has been following, or just secondary characters, or nearly the entire extended cast of the game, including Weaver -- all depending on the player's dialogue choices throughout the game. The furniture will be laid out to make 5 Dogwood Drive a workhouse, a kitchen, a library, a stage, a home...even just as a doghouse for Conway's dog, depending on whom, if anyone, is staying to rebuild the community.]]

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* BigBad: As of ''Act III'', it appears to be [[spoiler:the Hard Times Whiskey distillery, which is colluding with (and owned by) the Consolidated Power Company to effectively enslave people in debt to either.either entity. Conway winds up being coerced by them by the Act's conclusion. Subverted in that neither company appears in the story again, apart from mentions of the power company and their general negligence for the well-being of the townsfolk in dialogue. ]] Ultimately, the villain of the story is the [[spoiler:the act of exploiting the labor of people in order to build capital for a corporation while being left adrift in debt, the only mechanism of escape from which being further ingraining into said unfair exploitation. exploitation in a misguided attempt to get out of the cycle. In other words, [[CapitalismIsBad the real enemy is capitalism]], and this though it is chiefly illustrated mainly through Conway's downfall.downfall, manifests in many other ways throughout the game.]]
** A minor but no less troubling one is [[spoiler:Frazier. ]] His existence is only hinted at in ''Act V'', but combing through dialogue choices reveals that he [[spoiler:he was a citizen of that final town, and he manipulated the residents' open-mindedness[[note]]to discard unhelpful things and philosophies in order to build up more positive and supportive aspects of their own micro-culture[[/note]] to his own gain, expunging creative endeavours and knowledge he personally didn't like, all like in attempts an attempt to consolidate power for himself. Frazier's actions ultimately fractured the town into the struggling state it is seen in when the player finally arrives there. His fate is [[KarmaHoudini never explained]].]]
* BittersweetEnding: [[spoiler:Conway falls in with the skeletal brewers at High Times Distillery and disappears halfway through ''Act IV''; he will never be seen from again, even in-game, as he has sold his body and soul to High Times as part of paying off his debt to them, and his corpse will be used to flavour the whiskey like every other enslaved worker there.]] Meanwhile, [[spoiler:Shannon never finds any explanation for what happened to her cousin Weaver; likewise, Ezra's parents are never found.]] Instead, [[spoiler:Shannon [[spoiler:the party continues Conway's quest of delivering the antiques to 5 Dogwood Drive and finally finds the location, an incomplete house, house in a small town with no roads roads, after a large storm has flooded the place. The residents are grieving over the loss of two wild horses they lovingly refer to as "The Neighbours" as well as their own town, which was created by the BigBad the Consolidated Power Company but not properly maintained -- the flooding caused by drainage ditches not properly being implemented in the company's cost-cutting build of the town[[note]]Notably, the CPC sent a worker into the town to create the ditches while simultaneously stoking the town's fear of this man as an interlocutor, which led someone from the town to kill this worker in the night[[/note]]. While many some of the residents decide to pack up and leave, the core cast unpack the antiques -- revealed to be the full furnishings of a house -- into the skeletal house and as they do, decide to stay in the town and help rebuild it, together.]] The "sweet" part of this gut punch is amplified by the fact that [[spoiler:the final shot of the game, of the game's cast inside 5 Dogwood Drive, can feature anyone from just the core group the player has been following, or just secondary characters, or nearly the entire extended cast of the game, including Weaver -- all depending on the player's dialogue choices throughout the game. The furniture will be laid out to make 5 Dogwood Drive a workhouse, a kitchen, a library, a stage, a home...even just as a doghouse for Conway's dog, depending on whom, if anyone, is staying to rebuild the community.]]



** The story starts and ends at horse-related artworks: the first scene of the game is set at Equus Oils, which is a gas station in a statue of a horse. The last scene is set [[spoiler:at a horse burial, with painted horse faces serving as the marker for the grave]]. During these moments, the player is asked to choose dialogue to create a poem:dirst when figuring out the password to Joseph's computer at Equus Oils in ''Act I'', and [[spoiler:at the end of ''Act V'' as Nikki reading a poem for the Neighbors' funeral.]]

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** The story starts and ends at horse-related artworks: the first scene of the game is set at Equus Oils, which is a gas station in a statue of a horse. The last scene is set [[spoiler:at a horse burial, with painted horse faces serving as the marker for the grave]]. During these moments, the player is asked to choose dialogue to create a poem:dirst when figuring out the password to Joseph's computer at Equus Oils in ''Act I'', and [[spoiler:at the end of ''Act V'' as Nikki reading a poem for the Neighbors' funeral.]]]] These moments also occur just as sunset is beginning.



* ButThouMust: Doolittle of High Times Distillery pressures Conway into starting a job there so hard that he tells Dispatch that Conway will be starting tomorrow. He later lays out a glass of top-shelf whisky for Conway to drink to seal the deal. Without player input, the prompt to drink will fade away and Conway will drink the whiskey by himself. ''With'' player input, the cursor is forcibly dragged towards the Drink command...and then ''clicks it on its own.''
* CapitalismIsBad: It's the middle of a recession in a decaying section of semi-rural Kentucky. The local Consolidated Power Company controls has their fingers in every pie through ownership of debt, and the [[spoiler:local whiskey distillery that they own, High Times, is a debtor's prison/not very subtle Hell allegory.]] The fact that [[spoiler:High Times starts each shift by giving each worker a glass of their most expensive whiskey and then expect each worker to pay it back as part of their contract says all one needs to know about them.]]

to:

* ButThouMust: Doolittle of High Times Distillery pressures Conway into starting a job there so hard that he tells Dispatch that Conway will be starting tomorrow.tomorrow before Conway even agrees to it. He later lays out a glass of top-shelf whisky for Conway to drink to seal the deal. Without player input, the prompt to drink will fade away and Conway will drink the whiskey by himself. ''With'' player input, the cursor is forcibly dragged towards the Drink command...and then ''clicks it on its own.''
* CapitalismIsBad: It's the middle of a recession in a decaying section of semi-rural Kentucky. The local Consolidated Power Company controls has their fingers in every single pie through ownership of debt, and the [[spoiler:local whiskey distillery that they own, High Times, is a debtor's prison/not very subtle Hell allegory.]] The fact that [[spoiler:High Times starts each shift by giving each worker a glass of their most expensive whiskey and then expect each worker to pay it back as part of their contract says all one needs to know about them.]]



** An optional one -- you can make Conway respond to all questions about his job by saying, "It's better than being in a ditch."

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** An optional one -- you can make Conway respond to all questions about his job by saying, "It's better than being in a ditch."" Joseph even [[LampshadeHanging jokes]] that this phrase is one for Conway.



* TheCorrupter: The Hard Times Distillery (and their parent company, the Consolidated Power Company) acts as this to the people forced under their employ by accruing ''any'' manner of debt, pushing them to become mindless workers without any other values. Optional dialogue introduces Doolittle as the writer of ''The Entertainment'', which paints the Hard Times crew as nefarious. Yet he appears in Act III as a loyal company man [[spoiler: and manipulator who pushes Conway into debt, showing how even the most progressive person can be corrupted by a party only interested in protecting and enriching the in-group -- an eerie analogue to real-life companies and conservatives parroting leftist terms in order to court moderates to falling in line with their ideals.]]

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* TheCorrupter: The Hard Times Distillery (and their parent company, the Consolidated Power Company) acts as this to [[spoiler: the people forced under their employ by accruing ''any'' manner of debt, pushing them to become mindless workers without any other values. values.]] Optional dialogue introduces Doolittle as the writer of ''The Entertainment'', which paints the Hard Times crew as nefarious. Yet he appears in Act III as a loyal company man [[spoiler: and manipulator who pushes Conway into debt, showing how even the most progressive person can be corrupted by a party only interested in protecting and enriching the in-group -- an eerie analogue to real-life companies and conservatives parroting leftist terms in order to court moderates to falling in line with their ideals.]]



** Shannon's [[spoiler: parents are implied to have died in a flood at the Elkhorn Mine; and her aunt, uncle, and cousin became hopelessly in debt from a house they bought. Her aunt and uncle disappeared under mysterious circumstances, with her cousin Weaver becoming a haunting presence throughout the game.]]
** Ezra[[spoiler:'s family also vanished, leaving him to fend for himself. At some point before the game begins, Ezra befriends a giant eagle named Julian. Their history is barely even hinted at by Ezra, who is clearly attempting to cope by focusing all of his energy on how good of a friend Julian has been to him.]]
** Junebug and Johnny are [[spoiler:robots made to clear the mine from ''Act I'' but abandoned the job once they became aware of a life outside of the job.]] They have the lightest load out of the primary cast.

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** Shannon's [[spoiler: parents are implied to have died in a flood at the Elkhorn Mine; and her Mine. Her aunt, uncle, uncle and cousin became fell hopelessly in debt from a after buying property and demolishing the existing house they bought.to make a bigger one. Her aunt and uncle disappeared under mysterious circumstances, with her cousin Weaver becoming a haunting presence throughout the game.]]
** Ezra[[spoiler:'s family parents also vanished, leaving him to fend for himself. At some point before the game begins, Ezra befriends a giant eagle named Julian. Their history is barely even hinted at by Ezra, who is clearly attempting to cope by focusing all of his energy on how good of a friend Julian has been to him.]]
** Junebug and Johnny are [[spoiler:robots made to clear the mine Elkhorn Mine from ''Act I'' but abandoned the job once they became aware of a life outside of the job.]] They have the lightest load out of the primary cast.



** The Bedquilt Ramblers, the in-game bluegrass band and quasi-GreekChorus, appear in every Act and Interlude. This doesn't count for ''Limits & Demonstrations'' and ''Un Pueblo de Nada'', which give the player control of Emily, who converses with Bob and Ben along the way.



* EldritchLocation: The Zero is apparently a single endlessly-looping giant cavern, yet its structure, landmarks, and available locations change when you switch directions at certain landmarks. Kentucky itself isn't far behind, though at least the world itself stays the same. The Echo River in ''Act IV'' seems to have similar properties to the Zero, appearing to be a circular river endlessly flowing into itself.
* ElectromagneticGhosts: [[spoiler: The ghosts of miners in the shaft. Flickering images of them appear through the sparking of the electrical rail, but only if the lights are off]].

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* EldritchLocation: The Zero is apparently a single endlessly-looping giant cavern, yet its structure, landmarks, and available locations change when you switch directions at certain landmarks. Kentucky itself isn't far behind, though at least the world itself stays the same. The Echo River in ''Act IV'' seems to have similar properties to the Zero, appearing to be a circular river endlessly flowing into itself.
itself. Kentucky itself isn't far behind, though at least the world itself stays the same.
* ElectromagneticGhosts: [[spoiler: The ghosts of miners in the shaft. Flickering Turn off the tram lights and flickering images of them appear through the sparking of the electrical rail, but only if the lights are off]].rail]].



** Act V. The sorrow and heartbreak of having to rebuild a town causes the town's own ghosts to make themselves visible. Also, [[spoiler:5 Dogwood Drive appears fully formed after the rainstorm out of nowhere and becomes the focal point of the new community that the player creates during that Act.]]

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** Act V.''Act V''. The sorrow and heartbreak of having to rebuild a town causes the town's own ghosts to make themselves visible. Also, [[spoiler:5 Dogwood Drive appears fully formed after the rainstorm out of nowhere and becomes the focal point of the new community that the player creates during that Act.]]



* ExtremelyShortTimespan: The entirety of ''Kentucky Route Zero'' takes place over the course of 24 hours, from sunset to sunset; ''Act V'' takes the most in-game time, from mid-morning to sunset. ''Un Pueblo de Nada'' is set roughly around the same time as ''Act I''.

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* ExtremelyShortTimespan: The entirety of ''Kentucky Route Zero'' takes place over the course of 24 hours, from sunset to sunset; ''Act V'' takes the most in-game time, from mid-morning to sunset. ''Un Pueblo de Nada'' is set roughly around The final Interlude, [[spoiler:''Death of the same Hired Man'']], serves as an epilogue at some unspecified time as ''Act I''.in the future.



** When checking out the whiskey truck wreck that Joseph mentioned at Equus Oils, all that can be seen are skid marks, shredded tires and caskets. In ''The Entertainment'', Rosa remarks that [[spoiler:there's "something strange" about the wood that Hard Times' whiskey is aged in. It's revealed in ''Act III'' that the caskets are the casks used to age the whiskey and that "strange" stuff is their employees'/indentured servants' ''corpses''.]]



** TheReveal of what made Conway quit drinking is hinted at if the player leads him to the bait shop in ''Act I'' and sticks his hand deep into the third tank of water. [[spoiler:He gets mildly electrocuted and hallucinates/dreams the moments before Charlie fell off the roof that Conway was supposed to be fixing.]]



** A portion of ''Act II'' is told from the perspective of the Museum of Dwellings staff, as they ask the residents the following morning what the party was doing on the property so late at night.



** Weaver Márquez is implied to be one.
** [[spoiler:"The boys" from Hard Times distillery are living, glowing skeletons.]]
** [[spoiler:In ''Act V'', the ghosts of townspeople past walk among the living.]]



* LifeImitatesArt: In-game. The second interlude ''The Entertainment'' shows a production of the titular play directed by Carrington[[note]]whom you can encounter discussing the play in Act I[[/note]] with set design by Lula Chamberlain. During the play, which is set in a bar, the bar owner Harry is concerned that the band Junebug is not showing up to perform, amongst other woes. In ''Act III'', Conway meets Junebug (a musician) and heads to a bar owned by a man named Harry, so that Junebug can perform. Once inside, he mentions that everyone at his bar had to leave -- for reasons explained at the end of play ''The Entertainment''.

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* LifeImitatesArt: LifeImitatesArt:[[invoked]] In-game. The second interlude ''The Entertainment'' shows a production of the titular play directed by Carrington[[note]]whom you can encounter discussing the play in Act I[[/note]] with set design by Lula Chamberlain. During the play, which is set in a bar, the bar owner Harry is concerned that the band Junebug is not showing up to perform, amongst other woes. In ''Act III'', Conway meets Junebug (a musician) and heads to a bar owned by a man named Harry, so that Junebug can perform. Once inside, he mentions that everyone at his bar had to leave -- for reasons explained at the end of play ''The Entertainment''.



* RobotGirl: Junebug and Johnny have gray skin and make mechanical noises when they walk, but it isn't fully remarked upon until late in ''Act III'' when Junebug tells Ezra [[spoiler:she and Johnny were built to clean up the mine from ''Act I''.]] Some of the early promotional materials reference her as being a robot.

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* RobotGirl: Junebug and Johnny have gray skin and make mechanical noises when they walk, but it isn't fully remarked upon until late in ''Act III'' when Junebug tells Ezra [[spoiler:she and Johnny were built to clean up the mine Elkhorn Mine from ''Act I''.]] Some of the early promotional materials reference her as being a robot.



* SinisterSilhouettes: Angling the camera in a specific way while walking around the ground level of the Museum of Dwellings will reveal [[spoiler:Julian's wings and talons]] before you meet him upstairs.



* SmallReferencePools: Averted strongly! As [[http://superlevel.de/spiele/indie-spiele/kentucky-fried-zero-english-edition/ these]] [[http://superlevel.de/spiele/indie-spiele/kentucky-fried-zero-act-2-english-edition/ three]] [[https://superlevel.de/spiele/indie/kentucky-fried-zero-act-3-english-edition/ essays]] point out, KRZ takes inspiration from and makes reference to the American theatrical and literary canon and history well outside the average gamer's knowledge base.

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* SmallReferencePools: Averted strongly! As [[http://superlevel.de/spiele/indie-spiele/kentucky-fried-zero-english-edition/ [[http://web.archive.org/web/20170128070603/https://superlevel.de/spiele/kentucky-fried-zero-english-edition/ these]] [[http://superlevel.de/spiele/indie-spiele/kentucky-fried-zero-act-2-english-edition/ [[http://web.archive.org/web/20170710020339/https://superlevel.de/spiele/kentucky-fried-zero-act-2-english-edition/ three]] [[https://superlevel.de/spiele/indie/kentucky-fried-zero-act-3-english-edition/ [[http://web.archive.org/web/20190925100359/https://superlevel.de/spiele/kentucky-fried-zero-act-3-english-edition/ essays]] point out, KRZ takes inspiration from and makes reference to the American theatrical and literary canon and history well outside the average gamer's knowledge base.



** Carrington's dialogue in the final interlude will change depending on which Act you find him in and which location for his play you choose.
* TalkToEveryone: You progress Act V by overhearing enough conversations in the town.
* UnfazedEveryman: Conway, for all his myriad possible interpretations, will not be affected overmuch by the strange things that happen in the game. Ditto for Shannon, although in her case it's harder to justify her actions by ignorance. All of the NPCs don't seem fazed by anything that happens around them, either. Such is the backbone of MagicalRealism.

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** Carrington's dialogue in the final interlude will change depending on which Act you find found him in and which location for his play you choose.
chose.
* TalkToEveryone: You progress Act V through ''Act V'' by overhearing enough conversations in the town.
* UnfazedEveryman: Conway, for all his myriad possible interpretations, will not be affected overmuch by the strange things that happen in the game. Ditto for Shannon, although in her case it's harder to justify her actions by ignorance. All of the NPCs [=NPCs=] don't seem fazed by anything that happens around them, either. Such is the backbone of MagicalRealism.




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* YearInsideHourOutside: For some reason, Conway and Shannon's trip inside the church in ''Act III'' seems to take much longer than the amount of time Junebug and Ezra waited for them to return from inside.

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* BigBad: As of ''Act III'', it appears to be [[spoiler:the Hard Times Whiskey distillery, which is colluding with the Consolidated Power Company to effectively enslave people in debt to either. Conway winds up being coerced by them by the Act's conclusion. Subverted in that neither company appears in the story again, outside mentions of the power company and their general negligence for the well-being of the townsfolk in dialogue. Ultimately, the villain of the story is the act of exploiting the labor of people in order to build capital for a corporation while being left adrift in debt, the only mechanism of escape from which being further ingraining into said unfair exploitation. In other words, [[CapitalismIsBad the real enemy is capitalism]], and this is mainly illustrated through Conway's downfall.]]

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* BigBad: As of ''Act III'', it appears to be [[spoiler:the Hard Times Whiskey distillery, which is colluding with the Consolidated Power Company to effectively enslave people in debt to either. Conway winds up being coerced by them by the Act's conclusion. Subverted in that neither company appears in the story again, outside apart from mentions of the power company and their general negligence for the well-being of the townsfolk in dialogue. Ultimately, the villain of the story is the act of exploiting the labor of people in order to build capital for a corporation while being left adrift in debt, the only mechanism of escape from which being further ingraining into said unfair exploitation. In other words, [[CapitalismIsBad the real enemy is capitalism]], and this is mainly illustrated mainly through Conway's downfall.]]



* BittersweetEnding: [[spoiler:Conway falls in with the skeletal brewers at High Times Distillery and disappears halfway through ''Act IV''; he will never be seen from again, even in-game, as he has sold his soul to High Times and his corpse will be used to flavour the whiskey, like every other enslaved worker there.]] [[spoiler:Shannon never finds any explanation for what happened to her cousin Weaver; likewise, Ezra's parents are never found.]] Instead, [[spoiler:Shannon continues Conway's quest of delivering the antiques to 5 Dogwood Drive and finally finds the location, an incomplete house, in a small town with no roads after a large storm has flooded the place. The residents are grieving over the loss of two wild horses they lovingly refer to as "The Neighbours" as well as their own town, which was created by the BigBad the Consolidated Power Company but not properly maintained -- the flooding caused by drainage ditches not properly being implemented in the company's cost-cutting build of the town. While many of the residents decide to pack up and leave, the core cast unpack the antiques -- revealed to be the full furnishings of a house -- into the skeletal house and as they do, decide to stay in the town and help rebuild it, together.]] The "sweet" part of this gut punch is amplified by the fact that [[spoiler:the final shot of the game, of the game's cast inside 5 Dogwood Drive, can feature anyone from just the core group the player has been following, up to most of the extended cast of the game, including Weaver.]]
* {{Bluegrass}}: There's not a lot of music in this game, but when it's not clouds of ambient music, it's bluegrass. Appropriate enough for the Bluegrass State.

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* BittersweetEnding: [[spoiler:Conway falls in with the skeletal brewers at High Times Distillery and disappears halfway through ''Act IV''; he will never be seen from again, even in-game, as he has sold his soul to High Times as part of paying off his debt to them, and his corpse will be used to flavour the whiskey, whiskey like every other enslaved worker there.]] Meanwhile, [[spoiler:Shannon never finds any explanation for what happened to her cousin Weaver; likewise, Ezra's parents are never found.]] Instead, [[spoiler:Shannon continues Conway's quest of delivering the antiques to 5 Dogwood Drive and finally finds the location, an incomplete house, in a small town with no roads after a large storm has flooded the place. The residents are grieving over the loss of two wild horses they lovingly refer to as "The Neighbours" as well as their own town, which was created by the BigBad the Consolidated Power Company but not properly maintained -- the flooding caused by drainage ditches not properly being implemented in the company's cost-cutting build of the town.town[[note]]Notably, the CPC sent a worker into the town to create the ditches while simultaneously stoking the town's fear of this man as an interlocutor, which led someone from the town to kill this worker in the night[[/note]]. While many of the residents decide to pack up and leave, the core cast unpack the antiques -- revealed to be the full furnishings of a house -- into the skeletal house and as they do, decide to stay in the town and help rebuild it, together.]] The "sweet" part of this gut punch is amplified by the fact that [[spoiler:the final shot of the game, of the game's cast inside 5 Dogwood Drive, can feature anyone from just the core group the player has been following, up to most of or just secondary characters, or nearly the entire extended cast of the game, including Weaver.Weaver -- all depending on the player's dialogue choices throughout the game. The furniture will be laid out to make 5 Dogwood Drive a workhouse, a kitchen, a library, a stage, a home...even just as a doghouse for Conway's dog, depending on whom, if anyone, is staying to rebuild the community.]]
* {{Bluegrass}}: There's not a lot of music in this game, but when it's not clouds of ambient music, music or [[DroneOfDread Drones of Dread]], it's bluegrass. Appropriate enough for the Bluegrass State.



** The story begins and ends with the player choosing dialogue to create a poem. First when figuring out the password to Joseph's computer at Equus Oils in ''Act I'', [[spoiler:and at the end of ''Act V'' as Nikki reading a poem for the Neighbors' funeral.]]
** The story starts and ends at horse-related artworks: the first scene of the game is set at Equus Oils, which is a gas station in a statue of a horse. The last scene is set [[spoiler:at a horse burial, with painted horse faces serving as the marker for the grave]].

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** The story begins and ends with the player choosing dialogue to create a poem. First when figuring out the password to Joseph's computer at Equus Oils in ''Act I'', [[spoiler:and at the end of ''Act V'' as Nikki reading a poem for the Neighbors' funeral.]]
** The story starts and ends at horse-related artworks: the first scene of the game is set at Equus Oils, which is a gas station in a statue of a horse. The last scene is set [[spoiler:at a horse burial, with painted horse faces serving as the marker for the grave]]. During these moments, the player is asked to choose dialogue to create a poem:dirst when figuring out the password to Joseph's computer at Equus Oils in ''Act I'', and [[spoiler:at the end of ''Act V'' as Nikki reading a poem for the Neighbors' funeral.]]



* ButThouMust: Doolittle of High Times Distillery pressures Conway into starting a job there so hard that he tells Dispatch that Conway will be starting tomorrow. He later lays out a glass of top-shelf whisky for Conway to drink to seal the deal. Without player input, the cursor slowly moves towards the Drink command...and then ''clicks it.''
* CapitalismIsBad: It's the middle of a recession in a decaying section of semi-rural Kentucky. The local Consolidated Power Company controls has their fingers in every pie through ownership of debt, and the [[spoiler:local whiskey distillery they own is a debtor's prison/not very subtle Hell allegory.]]

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* ButThouMust: Doolittle of High Times Distillery pressures Conway into starting a job there so hard that he tells Dispatch that Conway will be starting tomorrow. He later lays out a glass of top-shelf whisky for Conway to drink to seal the deal. Without player input, the prompt to drink will fade away and Conway will drink the whiskey by himself. ''With'' player input, the cursor slowly moves is forcibly dragged towards the Drink command...and then ''clicks it.it on its own.''
* CapitalismIsBad: It's the middle of a recession in a decaying section of semi-rural Kentucky. The local Consolidated Power Company controls has their fingers in every pie through ownership of debt, and the [[spoiler:local whiskey distillery that they own own, High Times, is a debtor's prison/not very subtle Hell allegory.]] The fact that [[spoiler:High Times starts each shift by giving each worker a glass of their most expensive whiskey and then expect each worker to pay it back as part of their contract says all one needs to know about them.]]



* CompanyTown: Less a single town and more an entire rural region: The Consolidated Power Company has a hand in almost every aspect of life in this stretch of Kentucky.
* TheCorrupter: The Hard Times Distillery acts as this to the various people forced under their employ, pushing them to become mindless workers without any other values. Optional dialogue introduces Doolittle as the writer of ''The Entertainment'', which paints the Hard Times crew as nefarious. Yet he appears in Act III as a loyal company man [[spoiler: and manipulator who pushes Conway into debt.]]

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* CompanyTown: Less a single town and more an entire rural region: The Consolidated Power Company has a hand in almost every aspect of life in this stretch of Kentucky.
Kentucky. It's eventually revealed that [[spoiler:not only did they create a company town but they cut corners on it leaving no roads, and when they sent in a worker to create drainage ditches to negate flooding, they also sowed discontent amongst the townsfolk which led to that worker being murdered, leaving the job unfinished. The CPC also own the Hard Times Distillery, just like everything else. Ergo, if you have to pay off your debt to them, you do it by working in the distillery, ceaselessly producing, forever.]]
* TheCorrupter: The Hard Times Distillery (and their parent company, the Consolidated Power Company) acts as this to the various people forced under their employ, employ by accruing ''any'' manner of debt, pushing them to become mindless workers without any other values. Optional dialogue introduces Doolittle as the writer of ''The Entertainment'', which paints the Hard Times crew as nefarious. Yet he appears in Act III as a loyal company man [[spoiler: and manipulator who pushes Conway into debt.debt, showing how even the most progressive person can be corrupted by a party only interested in protecting and enriching the in-group -- an eerie analogue to real-life companies and conservatives parroting leftist terms in order to court moderates to falling in line with their ideals.]]



** Ezra[[spoiler:'s family also vanished, leaving him to fend for himself. At some point before the game begins, Ezra befriends a giant eagle named Julian. Their history is barely even hinted at by Ezra, who is clearly attempting to cope by focusing all of his energy on how good of a friend Julian is.]]
** Junebug and Johnny are [[spoiler:robots made to clear the mine from ''Act I'' but abandoned the job once they became aware of a life outside of the job.]]

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** Ezra[[spoiler:'s family also vanished, leaving him to fend for himself. At some point before the game begins, Ezra befriends a giant eagle named Julian. Their history is barely even hinted at by Ezra, who is clearly attempting to cope by focusing all of his energy on how good of a friend Julian is.has been to him.]]
** Junebug and Johnny are [[spoiler:robots made to clear the mine from ''Act I'' but abandoned the job once they became aware of a life outside of the job.]]]] They have the lightest load out of the primary cast.



* DoesThisRemindYouOfAnything: The Hard Times Distillery in ''Act III'' and the general weirdness of the setting has quite a few allusions to [[spoiler:the afterlife, specifically the concept of Purgatory]].

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* DoesThisRemindYouOfAnything: The Hard Times Distillery in ''Act III'' and III''. On the one hand, the general weirdness of the game's setting has quite a few allusions to [[spoiler:the afterlife, specifically the concept of Purgatory]].Purgatory]]. On the other hand, it's a not-so-subtle metaphor for [[spoiler:late stage capitalism's desire to hold the impoverished down to the grindstone by keeping them so in debt that all they ever do is work in a futile attempt to get out of debt.]]



* EmpathicEnvironment:
** Act V. The sorrow and heartbreak of having to rebuild a town causes the town's own ghosts to make themselves visible. Also, [[spoiler:5 Dogwood Drive appears fully formed after the rainstorm out of nowhere and becomes the focal point of the new community that the player creates during that Act.]]
** The final shot of the game. [[spoiler:Depending on the player's dialogue choices throughout the game, any number of characters will be seen in the house-shaped structure that is 5 Dogwood Drive. The furniture from Conway's antique truck will be set up based on the community of people the player chose to stay and rebuild: it can take the form of a workshop, kitchen, performance stage, library, a fully dressed home, or even a doghouse for Conway's dog.]]



* TheHeroDies: [[spoiler: Conway, in ''Act IV''. Maybe. Whatever the case, he's gone to work at the distillery with the other glowing skeletons and isn't coming back.]]

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* TheHeroDies: [[spoiler: Conway, Conway in ''Act IV''. Maybe. Whatever the case, he's gone The debt regarding his leg and his increasing bar tabs afterward consume him and transform his body into a glowing skeleton, a visual metaphor for his debt. He signs an agreement to work at for the distillery with Hard Times Distillery -- one that incentives staying in debt forever and even uses the other glowing skeletons corpses of their debtors to make the whiskey -- and isn't is never coming back.]]



* InkSuitActor: Game composer Ben Babbitt, upright bass player Bob Buckstaff and singer Emily Cross play themselves as part of a bluegrass trio (and quasi-GreekChorus) called The Bedquilt Ramblers.

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* InkSuitActor: Game composer Ben Babbitt, upright bass player Bob Buckstaff and singer Emily Cross play themselves as part of a bluegrass trio (and quasi-GreekChorus) called The Bedquilt Ramblers. Babbitt also plays pedal steel guitarist Cyrano Cole in the live-action version of the ''Un Pueblo de Nada'' interlude (naturally, Cole's music in-game is also performed by Babbitt.)



* MeaningfulBackgroundEvent: The people Harry sold off to Hard Times Whiskey in ''The Entertainment'' show up in the distillery itself. Blink and you'll walk by them.



* OminousFog: Many of the outdoor scenes are set in foggy, poorly-lit areas, both adding to the subtly uncanny atmosphere and shrouding some parts of the scene until Conway gets up close (which is TruthInTelevision for nighttime fog banks in the mountains).

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* OminousFog: Many of the outdoor scenes are set in foggy, poorly-lit areas, both adding to the subtly uncanny atmosphere and shrouding some parts of the scene until Conway gets up close (which is TruthInTelevision for nighttime fog banks in the mountains).mountains.)



** Donald's perspective is told by the Xanadu computer.

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** Donald's perspective is told by the Xanadu computer.computer in ''Act III''.



* StoryBranching: How the player experiences the story depends entirely on what choices the player makes.
** As mentioned previously, how the characters experience things, or what info they decide to disclose, depends entirely on the player. This is especially so for the entirety of ''Act V'', wherein players can choose [[spoiler: whether (and how) the townsfolk decide to rebuild or leave the final town, how those townsfolk reveal their backstories and personalities that inform those decisions, and how the core cast choose to make sense of their lives in this moment, and if they also stay or leave.]]

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* StoryBranching: How the player experiences the story depends entirely on what choices the player makes.
** As mentioned previously,
story, how the characters experience things, or what info they decide to disclose, depends entirely on what choices the player. player makes. This is especially so for the entirety of ''Act V'', wherein players can choose [[spoiler: whether (and how) the townsfolk decide to rebuild or leave the final town, how those townsfolk reveal their backstories and personalities that inform those decisions, and how the core cast choose to make sense of their lives in this moment, moment and if they also stay or leave.]]leave (and in some cases, whom they leave with.)]]



* UnfazedEveryman: Conway, for all his myriad possible interpretations, will not be affected overmuch by the strange things that happen in the game. Ditto for Shannon, although in her case it's harder to justify her actions by ignorance. Such is the backbone of MagicalRealism.

to:

* UnfazedEveryman: Conway, for all his myriad possible interpretations, will not be affected overmuch by the strange things that happen in the game. Ditto for Shannon, although in her case it's harder to justify her actions by ignorance. All of the NPCs don't seem fazed by anything that happens around them, either. Such is the backbone of MagicalRealism.



** Among other things, Johnny and Junebug are robots (although extremely human ones). No one ever comments on this.
** There's a floor at the Bureau of Unclaimed Spaces marked "Bears". Going to it reveals a floor full of actual, living bears just sitting there. It is never remarked upon in any way and cannot be interacted with (nor do the bears do anything but turn their heads towards you). This is in an oddly designed and located (but otherwise normal) office building.
* TheUnreveal: [[spoiler: ''Act V'' ends with most of the game's mysteries unresolved. We never find out what happened to Weaver, or what happened to Ezra's family, or who ordered the antiques, or what the deal with the Hard Times Distillery is and whether it has anything to do with the Consolidated Power Company. We just find a small town with no roads that's been flooded by a rainstorm, help the locals bury some deceased horses, and convert 5 Dogwood Drive into the town's new community space. The end.]]

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** Among other things, Johnny and Junebug are robots (although extremely human ones). ones.) No one ever comments on this.
** There's a floor at the Bureau of Unclaimed Spaces marked "Bears". Going to it reveals a floor full of actual, living bears just sitting there. It is never remarked upon in any way and cannot be interacted with (nor do the bears do anything but turn their heads towards you). to follow you around the room.) This is in an oddly designed and located (but otherwise normal) office building.
* TheUnreveal: [[spoiler: ''Act V'' ends with most [[spoiler:most of the game's mysteries unresolved. We never find out what happened to Weaver, Weaver or what happened to Ezra's family, parents, or who ordered the antiques, antiques that Conway was delivering, or what the deal was up with the Hard Times Distillery is and whether it has anything to do with the Consolidated Power Company.Xanadu computer. We just find a small town with no roads that's been flooded by a rainstorm, help the locals bury some deceased horses, and convert 5 Dogwood Drive into the town's new community space. The end.]]
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Has nothing to do with [[UsefulNotes/KentuckyFriedChicken the Fried Chicken franchise]].
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Nothing confirms it's the seventies and there's plenty of evidence (flatscreen T Vs for instance) saying it isn't.


* TheSeventies: Set in and thematically about the [[https://en.wikipedia.org/wiki/1973%E2%80%931975_recession 1970s recession]].
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lil bit of copyediting


* AndThenJohnWasAZombie: Near the end of ''Act IV'', [[spoiler:Conway is taken away by the boys from Hard Times and is now indistinguishable from the rest of them.]]

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* AndThenJohnWasAZombie: Near the end of Midway through ''Act IV'', [[spoiler:Conway is taken away by the boys from Hard Times and is now indistinguishable from the rest of them.]]



* CapitalismIsBad: It's the middle of a recession in a decaying section of semi-rural Kentucky. The local Consolidated Power Company controls has their has fingers in every pie through ownership of debt and the [[spoiler:local whiskey distillery they own is a debtor's prison/not very subtle Hell allegory.]]

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* CapitalismIsBad: It's the middle of a recession in a decaying section of semi-rural Kentucky. The local Consolidated Power Company controls has their has fingers in every pie through ownership of debt debt, and the [[spoiler:local whiskey distillery they own is a debtor's prison/not very subtle Hell allegory.]]



** Shannon's [[spoiler: parents are implied to have died in a flood at the Elkhorn Mine, and her aunt, uncle, and cousin became hopelessly in debt from a house they bought. Her aunt and uncle disappeared under mysterious circumstances, with her cousin Weaver becoming a haunting presence throughout the game.]]

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** Shannon's [[spoiler: parents are implied to have died in a flood at the Elkhorn Mine, Mine; and her aunt, uncle, and cousin became hopelessly in debt from a house they bought. Her aunt and uncle disappeared under mysterious circumstances, with her cousin Weaver becoming a haunting presence throughout the game.]]



** The options for identifying sounds have minutes-long excerpts of insects, "something in the dark" and pipe organ music. After selecting the option, "Yes, this is the sound I heard," for the pipe organ music, the speaker says he isn't able to identify but that it sure is pretty. Then he plays it for us ''again'', in full.

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** The options for identifying sounds have minutes-long excerpts of insects, "something in the dark" and pipe organ music. After selecting the option, "Yes, this is the sound I heard," for the pipe organ music, the speaker says he isn't able to identify it, but that it sure is pretty. Then he plays it for us ''again'', in full.



* LifeImitatesArt: In-game. The second interlude ''The Entertainment'' shows a production of the titular play directed by Carrington[[note]]whom you can encounter discussing the play in Act I[[/note]] with set design by Lula Chamberlain. During the play, which is set in a bar, the bar owner Harry is concerned that the band Junebug is not showing up to perform, amongst other woes. In ''Act III'', Conway meets Junebug (a person) and heads to a bar owned by a man named Harry. Once inside, he mentions that everyone at his bar had to leave -- for reasons explained at the end of play ''The Entertainment''.

to:

* LifeImitatesArt: In-game. The second interlude ''The Entertainment'' shows a production of the titular play directed by Carrington[[note]]whom you can encounter discussing the play in Act I[[/note]] with set design by Lula Chamberlain. During the play, which is set in a bar, the bar owner Harry is concerned that the band Junebug is not showing up to perform, amongst other woes. In ''Act III'', Conway meets Junebug (a person) musician) and heads to a bar owned by a man named Harry.Harry, so that Junebug can perform. Once inside, he mentions that everyone at his bar had to leave -- for reasons explained at the end of play ''The Entertainment''.



* MindScrew: A number of things in the game, notably the nature of 5 Dogwood Drive. [[spoiler:It's little more than a 3D outline of a house that apparently appeared during the night during the storm]]. No explanation is ever given and nobody finds it terribly odd.

to:

* MindScrew: A number of things in the game, notably the nature of 5 Dogwood Drive. [[spoiler:It's little more than a 3D outline of a house that apparently appeared during the night during the storm]]. storm that occured that night]]. No explanation is ever given and nobody finds it terribly odd.its apparition odd or concerning.



* OnlyOneName: Most characters in the game (with some exceptions, like Lula Chamberlain and Shannon & Weaver Márquez) are only known by their first name, Conway included. Junebug and Johnny are the straightest examples, as they have no surnames, being androids. Cyrano's surname of Cole was only revealed in the liner notes to Junebug's album and a throwaway line of dialogue in ''Act III''.

to:

* OnlyOneName: Most characters in the game (with some exceptions, like Lula Chamberlain and Shannon & Weaver Márquez) are only known by their first name, Conway included. Junebug and Johnny are the straightest examples, as they have no surnames, being androids. Cyrano's surname of Cole was only revealed in the liner notes to Junebug's album and a throwaway line of dialogue in ''Act III''.III'', while Carrington's full name of James B. is hidden in ''The Entertainment''. Some exceptions, like Lula Chamberlain and Shannon & Weaver Márquez, exist, though.



* ProstheticLimbReveal: ''Act III'' begins with Conway coming to after taking the medication Neurypnol™ for his leg. His leg is now ''skeletal and golden'' and no-one else is dismayed by this.

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* ProstheticLimbReveal: ''Act III'' begins with Conway coming to after taking the medication Neurypnol™ for his injured leg. His leg is now ''skeletal and golden'' and no-one else is dismayed by this.



** As mentioned previously, how the characters experience things, or what info they decide to disclose, depends entirely on the player. This is especially so for the entirety of ''Act V'', wherein players can choose [[spoiler: how the townsfolk decide to rebuild or leave the final town, how those townsfolk reveal their backstories and personalities that inform those decisions, and how the core cast choose to make sense of their lives in this moment, and if they also stay or leave.]]
** Stopping at some landmarks activates a dialogue-tree-based exploration of some surreal location of the Kentucky overworld or the Zero. These are often ghost-stories in miniature, like finding and searching an abandoned church with a tape deck playing hymns and sermons inside.

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** As mentioned previously, how the characters experience things, or what info they decide to disclose, depends entirely on the player. This is especially so for the entirety of ''Act V'', wherein players can choose [[spoiler: how whether (and how) the townsfolk decide to rebuild or leave the final town, how those townsfolk reveal their backstories and personalities that inform those decisions, and how the core cast choose to make sense of their lives in this moment, and if they also stay or leave.]]
** Stopping at some landmarks activates a dialogue-tree-based exploration of some surreal location of the Kentucky overworld or the Zero. These are often ghost-stories in miniature, like finding and searching exploring an abandoned church with after hearing chanting from inside, only to find a tape deck playing hymns and sermons inside.sermons.



* VisualPun: ''Act III'' begins [[spoiler:with Conway's leg glowing and skeletal as a visual metaphor for the monetary debt he's just accumulated. Later in the Hard Times distillery everyone is a glowing skeleton due to their debt and there's some clear hell metaphor going on. At the beginning of ''Act III'', Conway has one foot in the grave.]]

to:

* VisualPun: ''Act III'' begins [[spoiler:with Conway's leg glowing and glowing, skeletal leg as a visual metaphor for the monetary debt he's just accumulated. Later We later see in the Hard Times distillery that everyone is a glowing skeleton due to their debt and there's some clear hell metaphor going on. At the beginning of ''Act III'', Conway has one foot in the grave.]]
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* BigBad: As of ''Act III'', it appears to be [[spoiler:the Hard Times Whiskey distillery, which is colluding with the Consolidated Power Company to effectively enslave people in debt to either. Conway winds up being coerced by them by the Act's conclusion. Subverted in that neither company appears in the story again, outside mentions of the power company and their general negligence for the well-being of the townsfolk in dialogue. Ultimately, the villain of the story is the act of exploiting the labor of people in order to build capital for a corporation while being left adrift in debt, the only mechanism of escape from which being further ingraining into said unfair exploitation. This is illustrated by Conway's downfall.]]

to:

* BigBad: As of ''Act III'', it appears to be [[spoiler:the Hard Times Whiskey distillery, which is colluding with the Consolidated Power Company to effectively enslave people in debt to either. Conway winds up being coerced by them by the Act's conclusion. Subverted in that neither company appears in the story again, outside mentions of the power company and their general negligence for the well-being of the townsfolk in dialogue. Ultimately, the villain of the story is the act of exploiting the labor of people in order to build capital for a corporation while being left adrift in debt, the only mechanism of escape from which being further ingraining into said unfair exploitation. This In other words, [[CapitalismIsBad the real enemy is capitalism]], and this is mainly illustrated by through Conway's downfall.]]
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The game's story doesn't take place in 1973; the production of the play does. Limits and Demonstrations technically shows installations from later than 1973, but the exact timeline of KRZ is perhaps meant to be fuzzy. At the very least, flat-screen T Vs are a thing as well, if Shannon having difficulty with the "new models" of TV is anything to go by.


* TwentyMinutesIntoThePast: A easily skippable note from the Dramaturg in ''The Entertainment'' states that the present year is 1973.



* AnachronismStew: Shannon's brick cellphone and Joseph's personal computer shouldn't exist for at least another decade if the game is truly set in 1973. Same goes for the quiet storm and synthpop tunes on the radio. We also meet a woman who can casually travel between the US and Lithuania, which would have been hard in 1973, when it was part of the Soviet Union. Then again, robots and an eagle large enough to carry houses exist.
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* BittersweetEnding: One of the most gut-wrenching of the last decade. [[spoiler:Conway falls in with the skeletal brewers at High Times Distillery and disappears halfway through ''Act IV''; he will never be seen from again, even in-game, as he has sold his soul to High Times and his corpse will be used to flavour the whiskey, like every other enslaved worker there.]] [[spoiler:Shannon never finds any explanation for what happened to her cousin Weaver; likewise, Ezra's parents are never found.]] Instead, [[spoiler:Shannon continues Conway's quest of delivering the antiques to 5 Dogwood Drive and finally finds the location, an incomplete house, in a small town with no roads after a large storm has flooded the place. The residents are grieving over the loss of two wild horses they lovingly refer to as "The Neighbours" as well as their own town, which was created by the BigBad the Consolidated Power Company but not properly maintained -- the flooding caused by drainage ditches not properly being implemented in the company's cost-cutting build of the town. While many of the residents decide to pack up and leave, the core cast unpack the antiques -- revealed to be the full furnishings of a house -- into the skeletal house and as they do, decide to stay in the town and help rebuild it, together.]] The "sweet" part of this gut punch is amplified by the fact that [[spoiler:the final shot of the game, of the game's cast inside 5 Dogwood Drive, can feature anyone from just the core group the player has been following, up to most of the extended cast of the game, including Weaver.]]

to:

* BittersweetEnding: One of the most gut-wrenching of the last decade. [[spoiler:Conway falls in with the skeletal brewers at High Times Distillery and disappears halfway through ''Act IV''; he will never be seen from again, even in-game, as he has sold his soul to High Times and his corpse will be used to flavour the whiskey, like every other enslaved worker there.]] [[spoiler:Shannon never finds any explanation for what happened to her cousin Weaver; likewise, Ezra's parents are never found.]] Instead, [[spoiler:Shannon continues Conway's quest of delivering the antiques to 5 Dogwood Drive and finally finds the location, an incomplete house, in a small town with no roads after a large storm has flooded the place. The residents are grieving over the loss of two wild horses they lovingly refer to as "The Neighbours" as well as their own town, which was created by the BigBad the Consolidated Power Company but not properly maintained -- the flooding caused by drainage ditches not properly being implemented in the company's cost-cutting build of the town. While many of the residents decide to pack up and leave, the core cast unpack the antiques -- revealed to be the full furnishings of a house -- into the skeletal house and as they do, decide to stay in the town and help rebuild it, together.]] The "sweet" part of this gut punch is amplified by the fact that [[spoiler:the final shot of the game, of the game's cast inside 5 Dogwood Drive, can feature anyone from just the core group the player has been following, up to most of the extended cast of the game, including Weaver.]]

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* AnachronismStew: Shannon's brick cellphone and Joseph's personal computer shouldn't exist for at least another decade if the game is truly set in 1973. Same goes for the quiet storm and synthpop tunes on the radio. Then again, robots and an eagle large enough to carry houses exist.

to:

* AnachronismStew: Shannon's brick cellphone and Joseph's personal computer shouldn't exist for at least another decade if the game is truly set in 1973. Same goes for the quiet storm and synthpop tunes on the radio. We also meet a woman who can casually travel between the US and Lithuania, which would have been hard in 1973, when it was part of the Soviet Union. Then again, robots and an eagle large enough to carry houses exist.


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* TalkToEveryone: You progress Act V by overhearing enough conversations in the town.
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*** When pointing Conway in Shannon's direction, Weaver also tells him that "we're about the same age. Well, we used to be. She's older now." [[spoiler: This adds fuel to the likelihood that Weaver is a ghost.]]
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* TheCorrupter: The Hard Times Distillery acts as this to the various people forced under their employ, pushing them to become mindless workers without any other values. Optional dialogue introduces Doolittle as the writer of ''The Entertainment'', which paints the Hard Times crew as nefarious. Yet he appears in Act III as a loyal company man [[spoiler: and manipulator who pushes Conway into debt.]]
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* BittersweetEnding: One of the most gut-wrenching of the last decade. [[spoiler:Conway falls in with the skeletal brewers at High Times Distillery and disappears halfway through ''Act IV''; he will never be seen from again, even in-game, as he has sold his soul to High Times and his corpse will be used to flavour the whiskey, like every other enslaved worker there.]] [[spoiler:Shannon never finds any explanation for what happened to her sister Weaver; likewise, Ezra's parents are never found.]] Instead, [[spoiler:Shannon continues Conway's quest of delivering the antiques to 5 Dogwood Drive and finally finds the location, an incomplete house, in a small town with no roads after a large storm has flooded the place. The residents are grieving over the loss of two wild horses they lovingly refer to as "The Neighbours" as well as their own town, which was created by the BigBad the Consolidated Power Company but not properly maintained -- the flooding caused by drainage ditches not properly being implemented in the company's cost-cutting build of the town. While many of the residents decide to pack up and leave, the core cast unpack the antiques -- revealed to be the full furnishings of a house -- into the skeletal house and as they do, decide to stay in the town and help rebuild it, together.]] The "sweet" part of this gut punch is amplified by the fact that [[spoiler:the final shot of the game, of the game's cast inside 5 Dogwood Drive, can feature anyone from just the core group the player has been following, up to most of the extended cast of the game, including Weaver.]]

to:

* BittersweetEnding: One of the most gut-wrenching of the last decade. [[spoiler:Conway falls in with the skeletal brewers at High Times Distillery and disappears halfway through ''Act IV''; he will never be seen from again, even in-game, as he has sold his soul to High Times and his corpse will be used to flavour the whiskey, like every other enslaved worker there.]] [[spoiler:Shannon never finds any explanation for what happened to her sister cousin Weaver; likewise, Ezra's parents are never found.]] Instead, [[spoiler:Shannon continues Conway's quest of delivering the antiques to 5 Dogwood Drive and finally finds the location, an incomplete house, in a small town with no roads after a large storm has flooded the place. The residents are grieving over the loss of two wild horses they lovingly refer to as "The Neighbours" as well as their own town, which was created by the BigBad the Consolidated Power Company but not properly maintained -- the flooding caused by drainage ditches not properly being implemented in the company's cost-cutting build of the town. While many of the residents decide to pack up and leave, the core cast unpack the antiques -- revealed to be the full furnishings of a house -- into the skeletal house and as they do, decide to stay in the town and help rebuild it, together.]] The "sweet" part of this gut punch is amplified by the fact that [[spoiler:the final shot of the game, of the game's cast inside 5 Dogwood Drive, can feature anyone from just the core group the player has been following, up to most of the extended cast of the game, including Weaver.]]



** Shannon's parents and sister became [[spoiler:hopelessly in debt from a house they bought. All parties but Shannon disappeared under mysterious circumstances, with her sister Weaver becoming a haunting presence throughout the game.]]

to:

** Shannon's [[spoiler: parents are implied to have died in a flood at the Elkhorn Mine, and sister her aunt, uncle, and cousin became [[spoiler:hopelessly hopelessly in debt from a house they bought. All parties but Shannon Her aunt and uncle disappeared under mysterious circumstances, with her sister cousin Weaver becoming a haunting presence throughout the game.]]



* DeadAllAlong: [[spoiler:Shannon's sister, Weaver. Maybe.]]

to:

* DeadAllAlong: [[spoiler:Shannon's sister, cousin, Weaver. Maybe.]]



* GoldenEnding: As much as one can achieve one. In ''Act V'', it's possible to choose [[spoiler:whether Ezra will stay in the final town with Flora or not; or if he decides to join Junebug and Johnny, who have been dicussing whether they should become his foster parents since ''Act III'', or not. Choosing no to both options suggests he will go back to the Museum of Dwellings to live with Julian and wait for his parents to return.]] Players can also choose [[spoiler:if some of the townsfolk decide to stay and rebuild or pack things up and move after the big storm.]] Also, individual player decisions made across the length of the game will affect who appears in the final scene of the game, including [[spoiler:Weaver appearing seated beside her sister Shannon on the front steps of 5 Dogwood Drive.]]

to:

* GoldenEnding: As much as one can achieve one. In ''Act V'', it's possible to choose [[spoiler:whether Ezra will stay in the final town with Flora or not; or if he decides to join Junebug and Johnny, who have been dicussing whether they should become his foster parents since ''Act III'', or not. Choosing no to both options suggests he will go back to the Museum of Dwellings to live with Julian and wait for his parents to return.]] Players can also choose [[spoiler:if some of the townsfolk decide to stay and rebuild or pack things up and move after the big storm.]] Also, individual player decisions made across the length of the game will affect who appears in the final scene of the game, including [[spoiler:Weaver appearing seated beside her sister cousin Shannon on the front steps of 5 Dogwood Drive.]]
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* SlowTransformation: [[spoiler:Conway's body starts transforming into a glowing skeleton identical to those of the boys at the Hard Times Distillery over the course of ''Acts III'' and ''IV''. He disappears amongst other skeletons midway through ''Act IV'', never to return again.

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* SlowTransformation: [[spoiler:Conway's body starts transforming into a glowing skeleton identical to those of the boys at the Hard Times Distillery over the course of ''Acts III'' and ''IV''. He disappears amongst other skeletons midway through ''Act IV'', never to return again.]]

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** Conway was once [[spoiler:Lysette's husband as well as her driver, but his descent into alcoholism drove her away. She remarried Ira and had a child named Charlie, and nearly 20 years later, Charlie accidentally falls off a roof that Conway was supposed to repair, had he not been passed out drunk at the time. Some unspecified time later, Conway finds that Ira has also died and Lysette has been steadily growing more senile.]]
** Shannon's parents and sister became [[spoiler:hopelessly in debt from a house they bought. All parties but Shannon disappeared under mysterious circumstances.]]
** Ezra[[spoiler:'s family also vanished, leaving him and his giant eagle Julian to fend for themselves. Their history is barely even hinted at by Ezra, who is clearly coping by focusing all of his energy on how good of a friend Julian is.]]

to:

** Conway was once [[spoiler:Lysette's husband as well as her driver, but his descent into alcoholism drove her away. ended their familial relationship. She remarried to a man named Ira and had a child named Charlie, and nearly Charlie while keeping Conway under employ at the antiques store that she ran. Nearly 20 years later, Charlie accidentally falls off a roof that Conway was supposed to repair, had he not been passed out drunk at the time. time; this incident is what makes Conway decide to give up on alcohol. Some unspecified time later, Conway finds that Ira has also died and Lysette has been steadily growing more senile.senile, effectively rendering Conway's delivery seen in-game as the final delivery of Lysette's Antiques.]]
** Shannon's parents and sister became [[spoiler:hopelessly in debt from a house they bought. All parties but Shannon disappeared under mysterious circumstances.circumstances, with her sister Weaver becoming a haunting presence throughout the game.]]
** Ezra[[spoiler:'s family also vanished, leaving him and his to fend for himself. At some point before the game begins, Ezra befriends a giant eagle Julian to fend for themselves. named Julian. Their history is barely even hinted at by Ezra, who is clearly coping attempting to cope by focusing all of his energy on how good of a friend Julian is.]]



** The entire county, including the final town, have troubled pasts that related back to [[spoiler:the Consolidated Power Company.]]



* DecoyProtagonist: Conway is the first character you have control over, and it's his job that starts the plot, but the game soon becomes about the ensemble of characters. [[spoiler:The climax of ''Act III'' sees Conway wrest control of himself away from the player, and he remains out of the player's hands until he completely disappears midway through ''Act IV'' into the hands of Hard Times Distillery.]]

to:

* DecoyProtagonist: Conway is the first character you have control over, and it's his delivery job that starts the plot, but the game soon becomes about the ensemble of characters. [[spoiler:The climax of ''Act III'' sees Conway wrest control of himself away from the player, and he remains out of the player's hands until he completely disappears midway through ''Act IV'' into the hands of Hard Times Distillery.]]



** The dialogue choices throughout the game that determine who appears at 5 Dogwood Drive in the closing shot of the game. It's extremely complicated, as it could be just the core cast at the end, or everyone including the townsfolk surrounding 5 Dogwood Drive as well. [[spoiler:Even Weaver Marquèz.]]

to:

** The dialogue choices throughout the game that determine who appears at 5 Dogwood Drive in the closing shot of the game. It's extremely complicated, as it could be just the core cast at the end, or everyone including the townsfolk surrounding 5 Dogwood Drive as well. [[spoiler:Even Weaver Marquèz.Márquez.]]


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* RashomonStyle: The dissolution of Lula, Donald and Joseph's friendship is told in three different ways:
** Portions of Lula's perspective are discoverable in the first interlude, ''Limits & Demonstrations''.
** Donald's perspective is told by the Xanadu computer.
** Joseph wrote down his own version of the events as a computer program. This program is archived away in an old building and isn't accessible to the player.


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* RotatingProtagonist: There are many times where one character will begin interacting with another, and then the perspective will continue to follow the second character while the first becomes an NPC.

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more on Act V. shit that frames and informs everything else in the game.


* AllThereInTheManual: Cardboard Computer [[https://www.youtube.com/watch?v=RJi33k5kznk filmed a live-action version]] of the interlude ''Un Pueblo de Nada''. Since the video purports to be the live broadcast from that evening, one can see all of the VHS tapes cut to during the evening broadcast, as well as the pirate signal that interrupts the show. The entire video adds additional context to other things seen and experienced in the second half of ''KRZ.''



* BittersweetEnding: [[spoiler:Conway falls in with the skeletal brewers at High Times and disappears halfway through '''Act IV'''. Shannon continues Conway's quest of delivering antiques to 5 Dogwood Drive and finally finds the location in a small town after a large storm floods the place. While most of the residents decide to leave, the core cast unpack the antiques -- the full furnishings of a house -- and as they do, decide to stay in the town and help rebuild it, together.]]

to:

** A minor but no less troubling one is [[spoiler:Frazier. His existence is only hinted at in ''Act V'', but combing through dialogue choices reveals that he was a citizen of that final town, and he manipulated the residents' open-mindedness[[note]]to discard unhelpful things and philosophies in order to build up more positive and supportive aspects of their own micro-culture[[/note]] to his own gain, expunging creative endeavours and knowledge he didn't like, all in attempts to consolidate power for himself. Frazier's actions ultimately fractured the town into the struggling state it is seen in when the player finally arrives there.]]
* BittersweetEnding: One of the most gut-wrenching of the last decade. [[spoiler:Conway falls in with the skeletal brewers at High Times Distillery and disappears halfway through '''Act IV'''. Shannon ''Act IV''; he will never be seen from again, even in-game, as he has sold his soul to High Times and his corpse will be used to flavour the whiskey, like every other enslaved worker there.]] [[spoiler:Shannon never finds any explanation for what happened to her sister Weaver; likewise, Ezra's parents are never found.]] Instead, [[spoiler:Shannon continues Conway's quest of delivering the antiques to 5 Dogwood Drive and finally finds the location location, an incomplete house, in a small town with no roads after a large storm floods has flooded the place. The residents are grieving over the loss of two wild horses they lovingly refer to as "The Neighbours" as well as their own town, which was created by the BigBad the Consolidated Power Company but not properly maintained -- the flooding caused by drainage ditches not properly being implemented in the company's cost-cutting build of the town. While most many of the residents decide to pack up and leave, the core cast unpack the antiques -- revealed to be the full furnishings of a house -- into the skeletal house and as they do, decide to stay in the town and help rebuild it, together.]] The "sweet" part of this gut punch is amplified by the fact that [[spoiler:the final shot of the game, of the game's cast inside 5 Dogwood Drive, can feature anyone from just the core group the player has been following, up to most of the extended cast of the game, including Weaver.]]



* BottleEpisode: Each of the five Interludes. It's also possible to spend the vast majority of ''Act IV'' onboard the ''Mucky Mammoth'' instead of visiting the locations at each port.

to:

* BottleEpisode: Each of the five Interludes. ''Act V'' takes place entirely in one location, from one vantage point. It's also possible to spend the vast majority of ''Act IV'' onboard the ''Mucky Mammoth'' instead of visiting the locations at each port.



* GoldenEnding: As much as one can achieve one, in a game where the dialogue options are more about how people say their piece or think about things than meaningful in-game choices. It's possible to choose [[spoiler:whether Ezra will stay in the final town with Flora or not; or if he decides to join Junebug and Johnny, who have been dicussing whether they should become his foster parents since ''Act III'', or not. Choosing no to both options suggests he will go back to the Museum of Dwellings to live with Julian and wait for his parents to return.]] Players can also choose [[spoiler:if some of the townsfolk decide to stay and rebuild or pack things up and move after the big storm.]]

to:

* GoldenEnding: As much as one can achieve one, in a game where the dialogue options are more about how people say their piece or think about things than meaningful in-game choices. It's one. In ''Act V'', it's possible to choose [[spoiler:whether Ezra will stay in the final town with Flora or not; or if he decides to join Junebug and Johnny, who have been dicussing whether they should become his foster parents since ''Act III'', or not. Choosing no to both options suggests he will go back to the Museum of Dwellings to live with Julian and wait for his parents to return.]] Players can also choose [[spoiler:if some of the townsfolk decide to stay and rebuild or pack things up and move after the big storm.]] Also, individual player decisions made across the length of the game will affect who appears in the final scene of the game, including [[spoiler:Weaver appearing seated beside her sister Shannon on the front steps of 5 Dogwood Drive.]]


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** The dialogue choices throughout the game that determine who appears at 5 Dogwood Drive in the closing shot of the game. It's extremely complicated, as it could be just the core cast at the end, or everyone including the townsfolk surrounding 5 Dogwood Drive as well. [[spoiler:Even Weaver Marquèz.]]

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* BigBad: As of ''Act III'', it appears to be [[spoiler:the Hard Times Whiskey distillery, which is colluding with the Consolidated Power Company to effectively enslave people in debt to either. Conway winds up being coerced by them by the Act's conclusion. Subverted in that neither company appears in the story again, outside mentions of the power company and their general negligence for the well-being of the townsfolk in dialogue.]]

to:

* BigBad: As of ''Act III'', it appears to be [[spoiler:the Hard Times Whiskey distillery, which is colluding with the Consolidated Power Company to effectively enslave people in debt to either. Conway winds up being coerced by them by the Act's conclusion. Subverted in that neither company appears in the story again, outside mentions of the power company and their general negligence for the well-being of the townsfolk in dialogue. Ultimately, the villain of the story is the act of exploiting the labor of people in order to build capital for a corporation while being left adrift in debt, the only mechanism of escape from which being further ingraining into said unfair exploitation. This is illustrated by Conway's downfall.]]



* BottleEpisode: Each of the five Interludes.

to:

* BottleEpisode: Each of the five Interludes. It's also possible to spend the vast majority of ''Act IV'' onboard the ''Mucky Mammoth'' instead of visiting the locations at each port.



* DarkAndTroubledPast: Everyone has secrets to hide. [[spoiler:Conway was a drunken drifter who found some comfort as a driver for an old antiques dealer, only to walk off in disgrace and come back to find that the man and his son had both died and the wife was growing steadily more senile. Shannon's parents and sister became hopelessly in debt from a house they bought and all disappeared in mysterious circumstances. Ezra's family also vanished, leaving him and his giant eagle to fend for themselves. Junebug and Johnny are robots made to clear the mine from ''Act I'' but abandoned the job once they became aware of a life outside of the job.]]

to:

* DarkAndTroubledPast: Everyone has secrets to hide. [[spoiler:Conway hide.
** Conway
was a drunken drifter who found some comfort once [[spoiler:Lysette's husband as well as her driver, but his descent into alcoholism drove her away. She remarried Ira and had a driver for an old antiques dealer, only to walk child named Charlie, and nearly 20 years later, Charlie accidentally falls off in disgrace and come back to find a roof that Conway was supposed to repair, had he not been passed out drunk at the man and his son had both time. Some unspecified time later, Conway finds that Ira has also died and the wife was growing Lysette has been steadily growing more senile. senile.]]
**
Shannon's parents and sister became hopelessly [[spoiler:hopelessly in debt from a house they bought and all bought. All parties but Shannon disappeared in under mysterious circumstances. Ezra's circumstances.]]
** Ezra[[spoiler:'s
family also vanished, leaving him and his giant eagle Julian to fend for themselves. Their history is barely even hinted at by Ezra, who is clearly coping by focusing all of his energy on how good of a friend Julian is.]]
**
Junebug and Johnny are robots [[spoiler:robots made to clear the mine from ''Act I'' but abandoned the job once they became aware of a life outside of the job.]]



* DecoyProtagonist: Conway is the first character you have control over, and it's his job that starts the plot, but the game soon becomes about the ensemble of characters. [[spoiler:Conway completely disappears midway through ''Act IV'', slowly succumbing back to alcoholism, spurred on by meeting the brewers of Hard Times.]]

to:

* DecoyProtagonist: Conway is the first character you have control over, and it's his job that starts the plot, but the game soon becomes about the ensemble of characters. [[spoiler:Conway [[spoiler:The climax of ''Act III'' sees Conway wrest control of himself away from the player, and he remains out of the player's hands until he completely disappears midway through ''Act IV'', slowly succumbing back to alcoholism, spurred on by meeting IV'' into the brewers hands of Hard Times.Times Distillery.]]



* ExtremelyShortTimespan: The entirety of ''Kentucky Route Zero'' takes place over the course of 24 hours, from sunset to sunset. ''Un Pueblo de Nada'' is set roughly around the same time as ''Act I''.

to:

* ExtremelyShortTimespan: The entirety of ''Kentucky Route Zero'' takes place over the course of 24 hours, from sunset to sunset; ''Act V'' takes the most in-game time, from mid-morning to sunset. ''Un Pueblo de Nada'' is set roughly around the same time as ''Act I''.



* FramingDevice: ''Acts IV'' and ''V'' are told in the past tense. ''IV'' is told entirely by Will, the boat operator; ''V'' is told by an omnipresent voice on an all-black screen.



* GuideDangIt: There are several scenes and even out-of-game achievements to acquire that are hidden from the player. The earliest one is to choose specific dialogue in conversation with Joseph so that Conway receives homemade jerky that he then can feed to his dog. The last is a hidden pathway on the zero, accessible in ''Act III'', that only opens after finishing ''Act V''.



* {{Irony}}: Carrington, for the course of the game, has been trying to stage a play based on ''The Death of the Hired Man'' by Creator/RobertFrost. In the final interlude, he has unknowingly mirrored that poem in his real life.



* MultipleEndings: Inverted. There is only one ending, but who ends up in the final scene -- and ultimately what the game imparts to and means to the player -- is entirely dependent upon the player's choices throughout the game.



* RealTime: Played with. The episodes are fairly short so one could easily see this trope in play, as the entire game takes place over one summer's night. In '''Act III'', however, [[spoiler: Conway and Shannon's visit to the distillery seems to take much longer then Junebug and Ezra waited for them to return]].

to:

* RealTime: Played with. The episodes are fairly short so one could easily see this trope in play, as the entire game takes place over one summer's night. In '''Act ''Act III'', however, [[spoiler: Conway and Shannon's visit to the distillery seems to take much longer then Junebug and Ezra waited for them to return]].return]]. It's also possible to posit that [[spoiler:The Zero is able to guide people through folded time as well as folded space.]]



* {{Retirony}}: At one point in ''Act II'', Conway, stumbling through the woods with a badly injured leg, can be made to say that the trip to 5 Dogwood Drive will be his final delivery for Lysette's Antiques. [[spoiler:Conway disappears from the story midway through ''Act IV'', condemned to live out his existence in the Hard Times Distillery after falling back on old habits.]]
* RobotGirl: Junebug and Johnny have gray skin and make mechanical noises when they walk, but isn't obviously one until late in ''Act III'' when Junebug tells Ezra she and Johnny were built to clean up the mine from ''Act I''. Some of the early promotional materials reference her as being a robot.

to:

** ''Act III'' introduces Xanadu, an ancient computer created by Lula Chamberlain, Joseph the gas station attendant and a man named Donald. The computer turns out to be [[spoiler:an immersive sim showing Donald's perspective of their parting of ways, and the story eerily mirrors everything that's happened to the protagonists of ''KRZ'' thus far.]]
** It can be suggested that the Zero is not only a loop of space, but of time.
* {{Retirony}}: At one point in ''Act II'', Conway, stumbling through the woods with a badly injured leg, can be made to say that the trip to 5 Dogwood Drive will be his final delivery for Lysette's Antiques. [[spoiler:Conway disappears from the story midway through ''Act IV'', condemned to live out his existence in the Hard Times Distillery after falling back on old habits.his alcoholism.]]
* RobotGirl: Junebug and Johnny have gray skin and make mechanical noises when they walk, but it isn't obviously one fully remarked upon until late in ''Act III'' when Junebug tells Ezra she [[spoiler:she and Johnny were built to clean up the mine from ''Act I''. I''.]] Some of the early promotional materials reference her as being a robot.

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* ExtremelyShortTimespan: The entirety of ''Kentucky Route Zero'' takes place over the course of 24 hours, from sunset to sunset. ''Un Pueblo de Nada'' is set roughly around the same time as ''Act I''.



* InkSuitActor: Game composer Ben Babbitt and singer Emily Cross play themselves as part of a bluegrass trio (and quasi-GreekChorus) The Bedquilt Ramblers.
* InterfaceSpoiler: Averted. The final interlude is grayed out until ''Act V'' is completed.[[note]]If still grayed out, one need only to replay Act I, Scene I and immediately re-enter Equus Oils upon departure and talk to Carrington to unlock the interlude.[[/note]]

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* InkSuitActor: Game composer Ben Babbitt Babbitt, upright bass player Bob Buckstaff and singer Emily Cross play themselves as part of a bluegrass trio (and quasi-GreekChorus) called The Bedquilt Ramblers.
* InterfaceSpoiler: Averted. The final interlude is grayed out until ''Act V'' is completed.[[note]]If still grayed out, one need only to find Carrington in one of the first four Acts and speak with him to unlock it. The easiest way is to replay Act I, ''Act I'', Scene I and immediately re-enter Equus Oils upon departure and talk to Carrington to unlock the interlude.him there.[[/note]]



* StoryBranching: Stopping at some landmarks activates a dialogue-tree-based exploration of some surreal location of the Kentucky overworld or the Zero. These are often ghost-stories in miniature, like finding and searching an abandoned church with a tape deck playing hymns and sermons inside.

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* StoryBranching: How the player experiences the story depends entirely on what choices the player makes.
** As mentioned previously, how the characters experience things, or what info they decide to disclose, depends entirely on the player. This is especially so for the entirety of ''Act V'', wherein players can choose [[spoiler: how the townsfolk decide to rebuild or leave the final town, how those townsfolk reveal their backstories and personalities that inform those decisions, and how the core cast choose to make sense of their lives in this moment, and if they also stay or leave.]]
**
Stopping at some landmarks activates a dialogue-tree-based exploration of some surreal location of the Kentucky overworld or the Zero. These are often ghost-stories in miniature, like finding and searching an abandoned church with a tape deck playing hymns and sermons inside.inside.
** Carrington's dialogue in the final interlude will change depending on which Act you find him in and which location for his play you choose.
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** The final interlude is one static shot of a television on a shelf. Character dialogue continues to pass at the bottom of the screen, even without player interaction, though players can affect what is said by rotating the dial on the TV.

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Act IV & V things added


* BigBad: As of ''Act III'', it appears to be [[spoiler:the Hard Times Whiskey distillery, which is colluding with the Consolidated Power Company to effectively enslave people in debt to either. Conway winds up being coerced by them by the Act's conclusion.]]

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* BigBad: As of ''Act III'', it appears to be [[spoiler:the Hard Times Whiskey distillery, which is colluding with the Consolidated Power Company to effectively enslave people in debt to either. Conway winds up being coerced by them by the Act's conclusion. Subverted in that neither company appears in the story again, outside mentions of the power company and their general negligence for the well-being of the townsfolk in dialogue.]]
* BittersweetEnding: [[spoiler:Conway falls in with the skeletal brewers at High Times and disappears halfway through '''Act IV'''. Shannon continues Conway's quest of delivering antiques to 5 Dogwood Drive and finally finds the location in a small town after a large storm floods the place. While most of the residents decide to leave, the core cast unpack the antiques -- the full furnishings of a house -- and as they do, decide to stay in the town and help rebuild it, together.
]]



* DarkAndTroubledPast: Everyone has secrets to hide. [[spoiler:Conway was a drunken drifter who found some comfort as a driver for an old antiques dealer, only to walk off in disgrace and come back to find that the man and his son had both died and the wife was growing steadily more senile. Shannon's parents and sister became hopelessly in debt from a house they bought and all disappeared in mysterious circumstances. Ezra's family also vanished, leaving him and his giant eagle to fend for themselves. Junebug is a robot made to clear the mine from ''Act I'' but abandoned the job.]]

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* DarkAndTroubledPast: Everyone has secrets to hide. [[spoiler:Conway was a drunken drifter who found some comfort as a driver for an old antiques dealer, only to walk off in disgrace and come back to find that the man and his son had both died and the wife was growing steadily more senile. Shannon's parents and sister became hopelessly in debt from a house they bought and all disappeared in mysterious circumstances. Ezra's family also vanished, leaving him and his giant eagle to fend for themselves. Junebug is a robot and Johnny are robots made to clear the mine from ''Act I'' but abandoned the job once they became aware of a life outside of the job.]]



* DecoyProtagonist: Conway is the first character you have control over, and it's his job that starts the plot, but the game soon becomes about the ensemble of characters. [[spoiler:And as of ''Act IV'' Conway is either dead or [[AndThenJohnWasAZombie near enough to it]], laving Shannon to complete the delivery in his stead.]]

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* DecoyProtagonist: Conway is the first character you have control over, and it's his job that starts the plot, but the game soon becomes about the ensemble of characters. [[spoiler:And as of [[spoiler:Conway completely disappears midway through ''Act IV'' Conway is either dead or [[AndThenJohnWasAZombie near enough IV'', slowly succumbing back to it]], laving Shannon to complete alcoholism, spurred on by meeting the delivery in his stead.brewers of Hard Times.]]



** In ''Here & There Along the Echo'', placing the phone down on the receiver and waiting several minutes will eventually give the player a few phone calls. These calls are cryptic and feature AlternateRealityGameG-like puzzles.

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** In ''Here & There Along the Echo'', placing the phone down on the receiver and waiting several minutes will eventually give the player a few phone calls. These calls are cryptic and feature AlternateRealityGameG-like AlternateRealityGame-like puzzles.



* GoldenEnding: As much as one can achieve one, in a game where the dialogue options are more about how people say their piece or think about things than meaningful in-game choices. It's possible to choose [[spoiler:whether Ezra will stay in the final town with Flora or not; or if he decides to join Junebug and Johnny, who have been dicussing whether they should become his foster parents since ''Act III'', or not. Choosing no to both options suggests he will go back to the Museum of Dwellings to live with Julian and wait for his parents to return.]] Players can also choose [[spoiler:if some of the townsfolk decide to stay and rebuild or pack things up and move after the big storm.]]



* InterfaceSpoiler: Averted. The final interlude is grayed out until ''Act V'' is completed.

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* InkSuitActor: Game composer Ben Babbitt and singer Emily Cross play themselves as part of a bluegrass trio (and quasi-GreekChorus) The Bedquilt Ramblers.
* InterfaceSpoiler: Averted. The final interlude is grayed out until ''Act V'' is completed.[[note]]If still grayed out, one need only to replay Act I, Scene I and immediately re-enter Equus Oils upon departure and talk to Carrington to unlock the interlude.[[/note]]



* LifeImitatesArt / RecursiveReality: The second interlude ''The Entertainment'' shows a production of the titular play directed by Carrington[[note]]whom you can encounter discussing the play in Act I[[/note]] with set design by Lula Chamberlain. During the play, which is set in a bar, the bar owner Harry is concerned that the band Junebug is not showing up to perform, amongst other woes. In ''Act III'', Conway meets Junebug (a person) and heads to a bar owned by a man named Harry. Once inside, he mentions that everyone at his bar had to leave -- for reasons explained at the end of play ''The Entertainment''.

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* LifeImitatesArt / RecursiveReality: LifeImitatesArt: In-game. The second interlude ''The Entertainment'' shows a production of the titular play directed by Carrington[[note]]whom you can encounter discussing the play in Act I[[/note]] with set design by Lula Chamberlain. During the play, which is set in a bar, the bar owner Harry is concerned that the band Junebug is not showing up to perform, amongst other woes. In ''Act III'', Conway meets Junebug (a person) and heads to a bar owned by a man named Harry. Once inside, he mentions that everyone at his bar had to leave -- for reasons explained at the end of play ''The Entertainment''.



* MediumBlending: Storytelling medium; KRZ is an adventure game but all its text, dialogue, and descriptions are written in stage play format and the areas have a distinct theater set design to them. ''The Entertainment'' is even told from the first-person perspective of a pantomime character within an in-universe stage play.

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* MediumBlending: Storytelling medium; KRZ ''KRZ'' is an adventure game but all its text, dialogue, and descriptions are written in stage play format and the areas have a distinct theater set design to them. ''The Entertainment'' is even told from the first-person perspective of a pantomime character within an in-universe stage play.



* OnlyOneName: Most characters in the game (with some exceptions, like Lula Chamberlain and Shannon & Weaver Márquez) are only known by their first name, Conway included. Junebug and Johnny are the straightest examples, as they have no surnames, being androids. Cyrano's surname of Cole was only revealed in the liner notes to Junebug's album.

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* OnlyOneName: Most characters in the game (with some exceptions, like Lula Chamberlain and Shannon & Weaver Márquez) are only known by their first name, Conway included. Junebug and Johnny are the straightest examples, as they have no surnames, being androids. Cyrano's surname of Cole was only revealed in the liner notes to Junebug's album.album and a throwaway line of dialogue in ''Act III''.



* ProstheticLimbReveal: ''Act III' begins with Conway coming to after taking the medication Neurypnol™ for his leg. His leg is now ''skeletal and golden'' and no-one else is dismayed by this.

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* ProstheticLimbReveal: ''Act III' III'' begins with Conway coming to after taking the medication Neurypnol™ for his leg. His leg is now ''skeletal and golden'' and no-one else is dismayed by this.



* RealTime: Played with. The episodes are fairly short so one could easily see this trope in play, as the entire game takes place over one summer's night. In chapter 3, however, [[spoiler: Conway and Shannon's visit to the distillery seems to take much longer then Junebug and Ezra waited for them to return]].
* {{Retirony}}: At one point in ''Act II'', Conway, stumbling through the woods with a badly injured leg, can be made to say that the trip to 5 Dogwood Drive will be his final delivery for Lysette's Antiques.
* RobotGirl: Junebug has gray skin and makes mechanical noises when she walks but isn't obviously one till late in ''Act III'' when she tells Ezra she was built to clean up the mine from ''Act I''. Some of the early promotional materials reference her as being a robot.

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* RealTime: Played with. The episodes are fairly short so one could easily see this trope in play, as the entire game takes place over one summer's night. In chapter 3, '''Act III'', however, [[spoiler: Conway and Shannon's visit to the distillery seems to take much longer then Junebug and Ezra waited for them to return]].
* RecursiveReality: Hinted at on the act selection screen.
** At the start of the game, Conway stumbles upon Emily, Bob and Ben playing a tabletop [=RPG=] as they lose their 20-sided die. Conway has the option to pocket the dice. [[spoiler: In ''Act V'', Shannon, in possession of Conway's jacket, shows the trio the 20-sided die when they mention they're interested in playing a tabletop [=RPG=].]]
* {{Retirony}}: At one point in ''Act II'', Conway, stumbling through the woods with a badly injured leg, can be made to say that the trip to 5 Dogwood Drive will be his final delivery for Lysette's Antiques.
Antiques. [[spoiler:Conway disappears from the story midway through ''Act IV'', condemned to live out his existence in the Hard Times Distillery after falling back on old habits.]]
* RobotGirl: Junebug has and Johnny have gray skin and makes make mechanical noises when she walks they walk, but isn't obviously one till until late in ''Act III'' when she Junebug tells Ezra she was and Johnny were built to clean up the mine from ''Act I''. Some of the early promotional materials reference her as being a robot.



* SlowTransformation: [[spoiler:Conway's body starts transforming into a glowing skeleton identical to those of the boys at the Hard Times Distillery over the course of ''Acts III'' and ''IV''. He disappears amongst other skeletons midway through ''Act IV'', never to return again.



* SouthernGothic: It's the South during an economic recession.

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* SouthernGothic: It's The game is set in the [=US=] South during an economic recession.

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