Kentucky Route Zero is an episodic game, which plays a lot like Sword and Sworcery, has a much different feel. Rock Paper Shotgun has been doing a series of articles about it, including a two part interview with the creator. I think I'm most of the way through the first part. I like the adventure sans puzzle style of the game, and found it had a bit more exploration than Superbrothers, even though some of it was only text. About that text. While S&S was more of a combination of mystical wonder with a dreamlike landscape, KRZ is a lot darker. And more about death. Not death in the standard video game standpoint (skulls everywhere, ULTRA-KILL), but in the more allegorical sense, of how a place can die, as well as a person. For example: This was done entirely in text, and has nothing to do with the plot. It's also creepy as hell without using the aforementioned trappings of foreboding that most games like to indulge in. The music and art style help with that. The art style is that 3d textureless out-of-this-world style. For KRZ, it obscures as much as it shows, fading things in and out as you walk around. The is soaring semi-ambient music and a couple scene specific tracks. I don't know if you can sustain a sense of foreboding through this many chapters, and having them be one hour installments in three month increments will be frustrating.