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* {{Defictionalization}}:
** The phone number dialed in ''Here & There Along the Echo''[[note]]which can also be found in ''Act II'', printed on the back of the brochure for the Bureau of Secret Tourism[[/note]] is a working Kentucky-area number, with all of the same prompts. It's unknown if the real phone number records your input like the virutal number suggests. Cardboard Computer's webpage for ''H&TATE'' includes a link to a long-finished eBay auction for a phone that "only" dials one number. The phone sold for $315 USD.
** The synthpop band Junebug released a full album, titled ''[[https://junebug.bandcamp.com/ Too Late to Love You]]'', in October of 2020.
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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.

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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.
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* TheAlcoholic: One possible interpretation for Conway. [[spoiler:He falls back into the habit in ''Act III''.]]

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* TheAlcoholic: One possible interpretation for Conway.Heavily implied that Conway was formerly one, and is actively avoiding drinking. [[spoiler:He falls back into the habit in ''Act III''.]]



* 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.

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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.



* {{Bluegrass}}: There's not a lot of music in this game, but when it's not ambient noise, it's bluegrass. Appropriate enough for the Bluegrass State.

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* {{Bluegrass}}: There's not a lot of music in this game, but when it's not clouds of ambient noise, music, it's bluegrass. Appropriate enough for the Bluegrass State.



* BreatherEpisode: The Interludes, which appear one after each act. Most of them are lightharded, with occasional forays into absurdity or horror.
* ButThouMust: Doolittle of High Times Distillery pressures Conway hard enough into starting a job there that he tells dispatch that Conway will be starting tomorrow, and 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.''

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* BreatherEpisode: The Interludes, which appear one after each act. Most of them are lightharded, lighthearted, with occasional forays into absurdity or horror.
* ButThouMust: Doolittle of High Times Distillery pressures Conway hard enough into starting a job there so hard that he tells dispatch Dispatch that Conway will be starting tomorrow, and tomorrow. He later lays out a glass of top-shelf whisky for Conway to drink, drink to seal the deal. Without player input, the cursor slowly moves towards the Drink command...and then ''clicks it.''

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several notes based on playing through Act III, might add more once i finish the other two


Conway is a humble deliveryman, working for an antique store delivering good-quality old stuff to those who want it. He's driving through the long Kentucky night, with only his old, straw-hat-wearing dog for company. He's got a shipment to deliver to someplace called "Dogwood Drive." He doesn't know how to get there, and it's not on any maps. Shannon is the child of a mining family. She repairs [=TVs=] in the back of a bait shop to make ends meet. Her family's been suffering financial troubles since the mine closed down. Joseph, the man at the gas station, says the way to Dogwood is to take the Zero -- the one and only route that goes under Kentucky.

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Conway is a humble deliveryman, working for an antique store delivering good-quality old stuff to those who want it. He's driving through the long Kentucky night, night with only his old, straw-hat-wearing dog for company. He's got a shipment to deliver to someplace called "Dogwood "5 Dogwood Drive." He doesn't know how to get there, there and it's not on any maps. Shannon is the child of a mining family. She repairs [=TVs=] in the back of a bait shop to make ends meet. Her family's been suffering financial troubles since the mine closed down. Joseph, the man at the gas station, says the way to Dogwood is to take the Zero -- the one and only route that goes under Kentucky.



* AbsenceMakesTheHeartGoYonder: Act III's song, ''Too Late to Love You.''
* TheAlcoholic: One possible interpretation for Conway. [[spoiler:He falls back into the habit in Act III.]]

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* TwentyMinutesIntoThePast: A easily skippable note from the Dramaturg in ''The Entertainment'' states that the present year is 1973.
* AbsenceMakesTheHeartGoYonder: Act III's ''Act III'''s song, ''Too "Too Late to Love You.''
"
* TheAlcoholic: One possible interpretation for Conway. [[spoiler:He falls back into the habit in Act III.''Act III''.]]



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



* 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 in Act III's conclusion.]]

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* BigBad: As of Act III, ''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 in Act III's by the Act's conclusion.]]



** 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.]]

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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, ''Act I'', [[spoiler:and at the end of Act V ''Act V'' as Nikki reading a poem for the Neighbors' funeral.]]



* CapitalismIsBad: It's the middle of the Great 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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* BottleEpisode: Each of the five Interludes.
* BreatherEpisode: The Interludes, which appear one after each act. Most of them are lightharded, with occasional forays into absurdity or horror.
* ButThouMust: Doolittle of High Times Distillery pressures Conway hard enough into starting a job there that he tells dispatch that Conway will be starting tomorrow, and 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 the Great Recession 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.]]



** An optional one -- you can make Conway respond to all questions about his job by saying "It's better than being in a ditch."
** Another optional one -- when you make Conway inquire about other characters hobbies and whatnot "[field of study, e.g. topology]. Ok."

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** An optional one -- you can make Conway respond to all questions about his job by saying saying, "It's better than being in a ditch."
** Another optional one -- when you make Conway inquire about other characters hobbies and whatnot with, "[field of study, e.g. topology]. Ok."



* CelebrityParadox: The second interlude released between acts shows a production of a play called ''The Entertainment'' with set design by Lula Chamberlain. In the beginning of Act 3 a scene set directly in the aftermath of the play occurs with Johnny and Junebug turning out to be the titular entertainment. The trope comes into play when Lula Chamberlain herself shows up later in the same act.
* CentralTheme: the burdens of capitalism and debt; the decline of rural America; community and found families; memories and remembering; and the power of art.
* {{Cloudcuckoolander}}: It's hard to tell with all the MagicalRealism, but the operator of ''Here and There Along the Echo'' has a catalog of different types of water, which includes warm water and water in a cup. His service also contains an entire section about what to do if you're currently holding a snake.
* 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.

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* CelebrityParadox: The second interlude released between acts shows a production of a play called ''The Entertainment'' with set design by Lula Chamberlain. In the beginning of Act 3 a scene set directly in the aftermath of the play occurs with Johnny and Junebug turning out to be the titular entertainment. The trope comes into play when Lula Chamberlain herself shows up later in the same act.
* CentralTheme: the The burdens of capitalism and debt; the decline of rural America; community and found families; memories and remembering; and the power of art.
* {{Cloudcuckoolander}}: It's hard to tell with all the MagicalRealism, but the operator of ''Here and & There Along the Echo'' has a catalog of different types of water, which includes warm water and water in a cup. His service also contains an entire section about what to do if you're currently holding a snake.
* ColorCodedForYourConvenience: The term "Zero" is colored with a distinct cloud pattern. Some action choices underground also have the same coloration. Voices on tape have a TV static colouration.
* CompanyTown: Less a single town and more an entire rural region. region: The Consolidated Power Company has a hand in almost every aspect of life in this stretch of Kentucky.



* 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 made to clear the mine from Act I ''Act I'' but abandoned 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 Act IV ''Act IV'' Conway is either dead or [[AndThenJohnWasAZombie near enough to it]], laving Shannon to complete the delivery in his stead.]]
* {{Defictionalization}}:
** The phone number dialed in ''Here & There Along the Echo''[[note]]which can also be found in ''Act II'', printed on the back of the brochure for the Bureau of Secret Tourism[[/note]] is a working Kentucky-area number, with all of the same prompts. It's unknown if the real phone number records your input like the virutal number suggests. Cardboard Computer's webpage for ''H&TATE'' includes a link to a long-finished eBay auction for a phone that "only" dials one number. The phone sold for $315 USD.
** The synthpop band Junebug released a full album, titled ''[[https://junebug.bandcamp.com/ Too Late to Love You]]'', in October of 2020.
* DejaVu: An event can be found in the Zero titled this. Shannon experiences the phenomenon, but can't say why. [[spoiler:The camera pulls back as Conway's truck drives off, revealing the bodies of miners in a cave shaft.
]]



* 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]].
* 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.

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* DoesThisRemindYouOfAnything: The Hard Times Distillery in Act III ''Act III'' and the general weirdness of the setting has quite a few allusions to [[spoiler:the afterlife, specifically the concept of Purgatory]].Purgatory]].
* DroneOfDread: Some areas are scored with this, to potentially devastating effect. At most other times, the sound of TV and radio static is filtered into the ambiance of the scene.
* DyingTown: The entire area is at or below the poverty line. Weaver ends up leaving Shannon (her cousin) and Shannon's parents behind shortly after finding out just how in debt they are, and Shannon can barely make ends meet with her parents absent. Several abandoned locations can be found with new occupants squatting inside. In ''Act II'', Conway and Shannon come across a museum under construction that is actually the current residence for several townsfolk, after their neighborhood was purchased and their houses and cabins were moved inside.
* EasterEgg: There are many of these scattered throughout the game, several of which only accessible during certain Acts, or from choosing specific dialogue options. One in ''Act I'' involves giving the jerky that Joseph hands Conway to Conway's dog; one in ''Act II'' involves shuffling Conway and Shannon through a bureaucratic loop a few times. Some, like these two, unlock hidden achievements for doing so. Others may occur just from waiting around in a specific location.
** 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.

* 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 ''Act IV'' seems to have similar properties to the Zero, appearing to be a circular river endlessly flowing into itself.



* {{Foreshadowing}}: [[spoiler: Keep trying to catch the attention of the tabletop gamers in the basement of the Equus, and one of the players will notice that winning the game seems impossible, and the GM will in response talk about degeneration into madness and how the game "is supposed to a tragedy."]]
* GhostStory: The game takes inspiration from Appalachian folklore, in which ghosts, poltergeists, and other strange and uncanny beings and happenings figure heavily. True to form, there's a ''lot'' of apparently paranormal activity going on in little out-of-the-way places.
* GiantFlyer: Act II features Julian, a bald eagle large enough to carry away houses.
* 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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* {{Foreshadowing}}: [[spoiler: {{Foreshadowing}}:
**
Keep trying to catch the attention of [[spoiler: the tabletop gamers in the basement of the Equus, and one of the players will notice that winning the game seems impossible, and the GM will in response talk about degeneration into madness and how the game "is supposed to a tragedy."]]
** When taking Shannon to the bait shop in ''Act I'', Conway will ask her where Weaver is. He'll then stare at a TV monitor showcasing shades of black before shutting off, and Shannon will remark that Weaver was never there. [[spoiler: She isn't anywhere. She may actually be a ghost.]]
** Mary Ann in ''Act II'' tells Conway and Shannon they should "count their blessings" for not meeting the boys from Hard Times. [[spoiler: The prologue for that Act contains a dialogue option in which Lula Chamberlain can either approve or deny the proposal for a joint distillery and ''graveyard'', with the paperwork noting that the distillery was built over an already existing graveyard. ''The Entertainment'' introduces the idea that the Hard Times Distillery is potentially evil, and ''Act III'' proves this allegation.]]
* GhostStory: The game takes inspiration from Appalachian folklore, in which ghosts, poltergeists, and other strange and uncanny beings and happenings figure heavily. True to form, there's a ''lot'' of apparently paranormal activity going on in little out-of-the-way places.
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** Partway through the Elkhorn Mine in ''Act I'', Shannon tells Conway about the miners that died there during a flood. If one turns off the tram's light while operating the tram, the sparks that the tram generates illuminates the ghosts of the miners.
* GiantFlyer: Act II ''Act II'' features Julian, a bald eagle large enough to carry away houses.
* TheHeroDies: [[spoiler: Conway, in Act IV.''Act IV''. Maybe. Whatever the case, he's gone to work at the distillery with the other glowing skeletons and isn't coming back.]]



* InterpretativeCharacter: Conway and Shannon in chapter 1, Lula and Ezra in Chapter 2. Some basic details about their lives are given. The rest can be made up by the player through the dialogue trees as you go along.

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* InterfaceSpoiler: Averted. The final interlude is grayed out until ''Act V'' is completed.
* InterpretativeCharacter: Conway and Shannon in chapter 1, ''Act I''; Lula and Ezra in Chapter 2. ''Act II''. Some basic details about their lives are given. The given, while the rest can be made up by the player through the dialogue trees as you go along.



* LastNameBasis: Carrington is only referred to by his last name — unlike nearly all other characters, who are known by first name only.

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* LastNameBasis: Carrington is only referred to by his last name — unlike nearly all other characters, who are known by first name only. [[spoiler: His full name, James B. Carrington, appears in an optional dialogue tree in ''The Entertainment.'']]
* LeaveTheCameraRunning: Some of the phone options in ''Here & There Along the Echo'' have extended audio sections:
** The option for "insect interactions" has a recording of a swamp play for a few minutes.
** 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.
* 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''.



* 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.

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* 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.



* TheNewTens: Set in and thematically about the Great Recession.



* PaintingTheMedium: Text becomes translucent and shaky whenever ''Route Zero'' is spoken, or when listening becomes difficult, such as a static-filled radio.

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* PaintingTheMedium: Text becomes translucent and shaky whenever ''Route Zero'' "Zero" is spoken, or when listening becomes difficult, such as a static-filled radio.



* 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.



* 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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* {{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 ''Act III'' when she tells Ezra she was built to clean up the mine from Act I.''Act I''. Some of the early promotional materials reference her as being a robot.
* TheSeventies: Set in and thematically about the [[https://en.wikipedia.org/wiki/1973%E2%80%931975_recession 1970s recession]].



** Come Act III and pretty much everyone gets that there's something ''off'' about "the boys from Hard Times". [[spoiler: Of course, you'd expect walking, glowing skeletons would warrant more of a description than "off", so the trope's still in-force]].

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** Come Act III ''Act III'' and pretty much everyone gets that there's something ''off'' about "the boys from Hard Times". [[spoiler: Of course, you'd expect walking, glowing skeletons would warrant more of a description than "off", so the trope's still in-force]].



* UnusuallyUninterestingSight: Pretty much everything in the game. The sole exception seems to be [[spoiler: The strangers, as they do terrify some of the cavern researchers]].

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* UnusuallyUninterestingSight: Pretty much everything in the game. The sole exception seems to be [[spoiler: The the strangers, as they do terrify some of the cavern researchers]].



** 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.]]
* 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.]]

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** There's a floor at the Bureau of Unclaimed Spaces marked "Bears". Going to it reveals a floor full of actual, living Bears 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 ''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.]]
* VisualPun: Act III ''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 ''Act III'', Conway has one foot in the grave.]]

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* {{Gamebook}}: 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: 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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A MagicRealism mix of AdventureGame, InteractiveFiction, and ChooseYourOwnAdventure, ''Kentucky Route Zero'' is an episodic game developed by Cardboard Computer for PC. The game was first revealed in Website/{{Kickstarter}}, and ran a successful campaign, followed by a trailer and the first act's release in January 7, 2013. The fifth and final Act released in January 28, 2020 alongside the ''TV Edition'', a "definitive edition" containing all the acts and interludes, released also on consoles.

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A MagicRealism mix of AdventureGame, InteractiveFiction, and ChooseYourOwnAdventure, {{Gamebook}}, ''Kentucky Route Zero'' is an episodic game developed by Cardboard Computer for PC. The game was first revealed in Website/{{Kickstarter}}, and ran a successful campaign, followed by a trailer and the first act's release in January 7, 2013. The fifth and final Act released in January 28, 2020 alongside the ''TV Edition'', a "definitive edition" containing all the acts and interludes, released also on consoles.



* ChooseYourOwnAdventure: 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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* {{Gamebook}}: 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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* HistoricalDomainCharacter: The side character [[https://openartsphilly.com/articles/who-lula-chamberlin Lula Chamberlain]] was an obscure real life avante-garde artist from Kentucky. The first interlude, Limits and Demonstrations is a virtual exhibit of her actual work.



* 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. The references are so obscure even the articles cited fail to realize Lula Chamberlain was a real person.

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* 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. The references are so obscure even the articles cited fail to realize Lula Chamberlain was a real person.
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Crosswicking from new page.

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* CreepyCave: Much of the game takes place on a dark, paranatural highway through a massive and seemingly endlessly looping cavern (based on Mammoth Cave), which is an ambient metaphor for the crushing debt many of the characters are in. The game's themes explore folklore, and many sidequests involve ghost stories. Overall, the cave adds to the creepy, oppressive atmosphere of the game as a whole.
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* {{Cloudcuckoolander}}: It's hard to tell with all the MagicalRealism, but the operator of ''Here and There Along the Echo'' has a catalog of different types of water, which includes warm water and water in a cup. His service also contains an entire section about what to do if you're currently holding a snake.
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A MagicRealism mix of AdventureGame, InteractiveFiction, and ChooseYourOwnAdventure, ''Kentucky Route Zero'' is an episodic game developed by Cardboard Computer for PC. The game was first revealed in Website/{{Kickstarter}}, and ran a successful campaign, followed by a trailer and the first act's release in January 7, 2013. The fifth and final Act released in January 28, 2020 alongside the ''TV Edition'', a "definitive edition" containing all the acts and interludes, released also on consoles. The game marks the intersection between the AdventureGame and Midwestern ghost stories. This ain't your traditional, freaky GhostStory, mind--this one's more of a kind to make you sit back, and think about your life.

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A MagicRealism mix of AdventureGame, InteractiveFiction, and ChooseYourOwnAdventure, ''Kentucky Route Zero'' is an episodic game developed by Cardboard Computer for PC. The game was first revealed in Website/{{Kickstarter}}, and ran a successful campaign, followed by a trailer and the first act's release in January 7, 2013. The fifth and final Act released in January 28, 2020 alongside the ''TV Edition'', a "definitive edition" containing all the acts and interludes, released also on consoles.

The game marks the intersection between the AdventureGame and Midwestern ghost stories. This ain't your traditional, freaky GhostStory, mind--this mind -- this one's more of a kind to make you sit back, and think about your life.

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/kr0tved.png]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/kr0tved.png]] org/pmwiki/pub/images/krz_act2.jpg]]
[[caption-width-right:350:''It's late. It will only get later.'']]
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* CentralTheme: the burdens of capitalism and debt; the decline of rural America; community and found families; memories and remembering; and the power of art.
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* LastNameBasis: Carrington is only referred to by his last name — unlike nearly all other characters, who are known by first name only.


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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.
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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]].
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* LocationTitle: The game is titled after, and set on and around, the titular Kentucky highway.

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* 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.]]



* 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.]]

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* 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.]]
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* AlliterativeName: '''D'''ogwood '''D'''rive.

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moved to the Shout Out page


* ShoutOut:
** Shannon's last name is a reference to Creator/GabrielGarciaMarquez, as is the name Remedios, shared with a character from his novel ''Literature/OneHundredYearsOfSolitude''.
** Some of the exhibits at the museum are references to other adventure games/creators, ones the devs considered touchstones in the genre:
*** [[invoked]] ''Portal'' (not the Valve game, [[NamesTheSame but an earlier, unrelated adventure game with the same title]])
*** ''VideoGame/MondoMedicals''
*** ''VisualNovel/DigitalALoveStory''
*** Anna Anthropy
*** ''VideoGame/CartLife''
*** ''VideoGame/TheWalkingDead'' (of course)
** Judging by the location of the entrance, the Zero is somewhere in or near Mammoth Cave. This is also the inspiration for the setting of ''VideoGame/ColossalCave''. Both feature a location called "The Hall of the Mountain King".
** Act III opens with the characters waiting at a fallen tree. It wouldn't explicitly be a [[Theatre/WaitingForGodot Godot]] reference if another character didn't quote the play minutes later.
** One of Donald's assistants, a woman named Roberta who enjoys fairy tales, is a tribute to Roberta Williams, creator of the highly influential "VideoGame/KingsQuest" series of adventure games.

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* ShoutOut:
** Shannon's last name is a reference to Creator/GabrielGarciaMarquez, as is the name Remedios, shared with a character from his novel ''Literature/OneHundredYearsOfSolitude''.
** Some of the exhibits at the museum are references to other adventure games/creators, ones the devs considered touchstones in the genre:
*** [[invoked]] ''Portal'' (not the Valve game, [[NamesTheSame but an earlier, unrelated adventure game with the same title]])
*** ''VideoGame/MondoMedicals''
*** ''VisualNovel/DigitalALoveStory''
*** Anna Anthropy
*** ''VideoGame/CartLife''
*** ''VideoGame/TheWalkingDead'' (of course)
** Judging by the location of the entrance, the Zero is somewhere in or near Mammoth Cave. This is also the inspiration for the setting of ''VideoGame/ColossalCave''. Both feature a location called "The Hall of the Mountain King".
** Act III opens with the characters waiting at a fallen tree. It wouldn't explicitly be a [[Theatre/WaitingForGodot Godot]] reference if another character didn't quote the play minutes later.
** One of Donald's assistants, a woman named Roberta who enjoys fairy tales, is a tribute to Roberta Williams, creator of the highly influential "VideoGame/KingsQuest" series of adventure games.
ShoutOut: now has [[ShoutOut/KentuckyRouteZero its own page]].

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* BookEnds: 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.]]

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* BookEnds: BookEnds:
**
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.]]]]
** In the last act, Shannon gives [[spoiler:a 20-sided die to Bob and his friends. In the first act, Conway stumbles upon the group while they're playing with it in Equus Oils]].


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* MeaningfulName: The Zero is a loop, and [[spoiler:the narrative of the game loops in on itself]].
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* CapitalismIsBad: It's the middle of the Great 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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* BookEnds: 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.]]

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* MindScrew: A number of things in the game, notably the nature of 5 Dogwood Drive. [[spoiler:It little more then 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.

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* MindScrew: A number of things in the game, notably the nature of 5 Dogwood Drive. [[spoiler:It [[spoiler:It's little more then than a 3d 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.



** Ultimately, rather than question where [[spoiler:the house-like prism that is 5 Dogwood Drive]] came from or how odd it looks, the party [[spoiler:comes to accept it as a new community space for the isolated town]].



** 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, and help the locals bury some deceased horses. The end.]]

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** 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 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, and help the locals bury some deceased horses.horses, and convert 5 Dogwood Drive into the town's new community space. The end.]]
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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 while Act V remains to be seen, it seems as of Act IV that Conway is either dead or [[AndThenJohnWasAZombie near enough to it]].]]

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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 while Act V remains to be seen, it seems as of Act IV that Conway is either dead or [[AndThenJohnWasAZombie near enough to it]].it]], laving Shannon to complete the delivery in his stead.]]



* GiantFlyer: Chapter 2 features Julian, a bald eagle large enough to carry away houses.
* [[spoiler: TheHeroDies: Conway, in Act IV. Maybe. Whatever the case, he's gone to work at the distillery with the other glowing skeletons and most likely won't be coming back.]]

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* GiantFlyer: Chapter 2 Act II features Julian, a bald eagle large enough to carry away houses.
* [[spoiler: TheHeroDies: [[spoiler: Conway, in Act IV. Maybe. Whatever the case, he's gone to work at the distillery with the other glowing skeletons and most likely won't be isn't coming back.]]



* 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, and help the local bury some horses. The end.]]

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* 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, and help the local locals bury some deceased horses. The end.]]
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That can go there with you\

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That can go there with you\you\\
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* MindScrew: A number of things in the game, notably the nature of [[spoiler:5 Dogwood Drive. It little more then the the 3d outline of a house that apparently appeared during the night]]. No explanation is ever given and nobody finds it terribly odd.

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

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

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