From Zero to ... uh. Hmm.
Anodyne is creepy. Magrunner: Dark Pulse is horrific. Oxenfree is surreal. Jazzpunk is absurd. Killer Is Dead is eccentric. Wuppo is inscrutable.
All of these words are synonyms for "weird." And Kentucky Route Zero is all of those. It's weird.
"Weird" isn't necessarily a bad thing, in fact I would more often call it a good thing -- it can be the difference between a rote reiteration and a memorable innovator. But in the case of Kentucky Route Zero, a "weird" mysterious plot is tempered by "weird" hard-to-follow story structure; and seriously impeded by "weird" UI, with visually-ambiguous navigation and cumbersome point-and-click prompts.
I'm not sure if I'd call Kentucky Route Zero too weird, but I would at least call it weird in a bad way. Tantalizing curiosity I can sign up for; disorienting smash cuts and off-puttingly clunky controls, not so much.
Progress: Finished Act II.