Norco is the first game from the
collective Geography of Robots,
founded by writer/designer Yuts,
who was born and raised in the town.
The story follows Kay, a young
woman who returns home to Norco
to find her brother, Blake, in the wake
of their mother’s death.
As something of a
nomad, she’s been
running from her roots
in a post-apocalyptic
America marked by
homegrown militias,
gentrification, and
fraying infrastructure.
The player switches
between Kay and her mother
Catherine – not long before her death
- as they get pulled into a surreal,
tech-noir mystery. With its intense
examinations of present-day
problems, including a darkly funny
look at the moving parts of the
average gig economy job, Norco is at
once somber and bitingly funny.
In the finest tradition of old-
school point-and-click adventures,
there aren’t really any mechanics
beyond a few minigames and small
QTEs. The puzzles are simple
enough by genre
standards – if you’ve
played enough
point-and-clicks, it’s
really about how and
what the dev is hiding
on the screen – without
diminishing the sense
of satisfaction you get
from solving them.
SPECIAL KAY
Norco has a full-throated
commitment to its story. To this end,
each character in its ensemble cast
has a well-formed persona – at least
to the best extent that their allotted
screen time allows. Every prickly
drug dealer, partygoer, and Airbnb
guest are scathing caricatures of the
modern social scene, brought to life
by Yuts’ gift for dialogue. Private
investigator Brett LeBlanc is a
particular treasure, as well as
Catherine’s friend Keith – LeBlanc
especially is a neat character study
into the value of unexpected
community ties and found family.
The mindmap system – a
connect-the-dots-style web used to
nudge the story along – mirrors both
the player and Kay’s need for clarity,
with the added function of helping
the player keep track of the game’s
major threads. On another level, the
mindmap is an insightful alternative
to point-and-clicks that rely on
manipulating the game environment
and collecting items – it forces the
player to internalise and
contextualise Kay and Catherine’s
decisions on a deeper level.
As you play, you come to realise
Norco’s physical environment is
already altered beyond repair, and the
only thing left to do is find solidarity
with the people who can survive.
Perhaps because of the game’s roots
in the devs’ lived experiences, it
W
hen people talk about Norco, they might mention its
discerning use of science fiction, its punk roots, or how
it resonates as a universal story about place and
personhood. It’s full of social commentary on
capitalism in the real-life Louisianan town of the same
name. But for all these lofty themes, it also nails something petty: the tiny
weaknesses and hypocrisies of people looking for a place to belong.
SWAMP THINGS
NORCO is a landmark moment for point-and-click adventures
By Alexis Ong
Playing Norco
is a full-
throated
commitment to
the story
One of many lavish
soirees in the heart of
the Shield Oil Refinery.
ABOVE: (^) Every inhabitant of the town has their
own story to be uncovered.
NEED TO KNOW
WHAT IS IT?
A point-and-click
narrative adventure
with serious
personality.
EXPECT TO PAY
£11.40
DEVELOPER
Geography of Robots
PUBLISHER
Raw Fury
REVIEWED ON
GTX 980 Ti, Intel
i5-4690K, 32GB RAM
MULTIPLAYER
No
LINK
norcogame.com
Norco