PC Gamer - UK (2022-07)

(Maropa) #1

N


orco demanded to
be played. A surreal,
anti-capitalist
point-and-click with
striking, grungy art
and writing that’s evocative, angry,
and exhausted – how could I
decline? I was confident it would be
my jam, with comparisons to Disco
Elysium and Kentucky Route Zero,
as well as glowing reviews, sealing
the deal.


And it absolutely did prove to be my
jam, at least initially. It’s bleak and
beautiful, with a strangeness that
gives it the air of another reality. But
it’s grounded in the problems and
frustrations of the real world, where
corporations pillage and pollute as a
matter of course, leaving behind a
string of ruined towns and people.
As a piece of fiction it’s great:
clever, pissed off, and deeply weird.
But as an adventure game, or any
game, it’s not quite as impressive. You
just move from scene to scene, having
long (but often scintillating)
conversations and doing very little
else. There’s not much agency to be
found in Norco, just a script that you,
for the most part, have to follow.


When obstacles do get flung in
your way, when there’s finally an
opportunity to do more than chat,
Norco is at its worst. There are some
puzzles and even a few fights, but
they’re more like half-hearted
minigames, making you remember
basic patterns or asking you to click
on a circle at the right time.
It’s dire stuff – incredibly basic,
equally dull, and utterly incongruous
to the rest of the game. They’re bad,
but the real issue is these rare
moments of interactivity feel like
they’ve been hammered into Norco
just for the sake of it.

“When there’s an opportunity to do


more than chat, Norco is at its worst”


These minigames give the
impression that they’ve been
designed by someone who resents
needing to add more traditionally
gamey stuff to their narrative romp.
They’ve been chucked in with
seemingly little or no consideration.
But that can’t be true. Nobody
designs a party-based combat system
in their adventure game (even if it is
rubbish and barely used) out of a
sense of obligation.

NORCO-DEPENDENT
Occasionally there are bright spot
where the solutions genuinely feel
creative and engaging, like using your
phone to record conversations, which
you can then play back to another
character to manipulate them.
Instead of taking you out of your
investigation to play some minigames,
you’re using your most important
tool in a way that makes sense. But
those moments are the exception.
Problems like this crop up in a lot
of narrative darlings. But games like
Disco Elysium and Unavowed, which
boast exceptional writing and
thoughtful stories that coexist with
extremely interactive systems, now
make this much harder to ignore.

NORCO is a great piece of fiction but a mediocre game


YOU JUST MOVE FROM SCENE
TO SCENE, HAVING LONG
CONVERSATIONS

FRASER BROWN
THIS MONTH
Getting pissed off with
capitalism again.
ALSO PL AYED
Lego Star Wars: The Skywalker
Saga, RimWorld

LEFT: (^) Norco’s
ominous refinery
looms over
everything.
BELOW: You get your
very own pet robot.
She’s not very helpful.
THE GAMES WE LOVE RIGHT NOW
NOW PL AYING
When did security
guards get such
cool uniforms?

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