Kentucky Route Zero Act 2

On the wikipedia page it says Magical Realism refers to “Literature in particular that portrays magic or unreal elements as a natural part in an otherwise realistic or mundane environment.” This perfectly represents Kentucky Route Zero, as the game deals with average places like where Lula works for example. What gives the game its quirkiness is the interactions and slightly off details.

One of the primary elements of magical realism is a real world setting.  What could be more boring and mundane than the Bureau Of Reclaimed Spaces? In the Bureau of Reclaimed Spaces you go from floor to floor, worker to worker, as people keep passing you on to someone else to try to help you get your answers. Eventually, you even go to a record room. The game feels extremely monotonous while you are walking from clerk to clerk, and then to cap it off you end up in a room of stacks of paper. The bureaucracy dictates much of the pain of the game. This average, real world setting very much contributes to the magical realism of the game.

However, its important to note that its not all average and mundane. There are bears on one of the floors of the building. However, you could argue that the bears aren’t apart of the setting, but they simply occupy it.