<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Point-and-Click - vo.rs</title><link>https://vo.rs/tags/point-and-click/</link><description>Latest from the Point-and-Click desk at vo.rs.</description><generator>Hugo -- gohugo.io</generator><language>en</language><copyright>This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.</copyright><lastBuildDate>Tue, 28 Jan 2025 09:00:00 +0000</lastBuildDate><atom:link href="https://vo.rs/tags/point-and-click/" rel="self" type="application/rss+xml"/><item><title>Norco: The Southern Gothic Point-and-Click</title><link>https://vo.rs/respawn/norco-the-southern-gothic-point-and-click/</link><description>&lt;![CDATA[<p>Norco is a real place. It sits in St. Charles Parish, Louisiana, about twenty
miles up the Mississippi from New Orleans, and its name is an acronym: the New
Orleans Refining Company, which built the town around the plant in the 1910s. The
refinery is still there. Shell owns it. The town is named after the thing that
poisons it, which is the sort of detail a fiction writer would be told to cut for
being too on the nose, and it is simply the address.</p><p>That&rsquo;s the first thing to understand about<em>NORCO</em>, the 2022 point-and-click
adventure by Geography of Robots, published by Raw Fury. It didn&rsquo;t invent its
setting. It reported one. The developer grew up down there, and the game carries
the specificity of somebody describing a place they can&rsquo;t stop describing —
petrochemical flare stacks, drainage canals, the particular light of a swamp that
has industry sitting in the middle of it.</p><h2 id="the-shape-of-the-thing">The shape of the thing</h2><p>You play Kay, returning home after her mother Catherine has died of cancer. Her
brother Blake is missing. That&rsquo;s the engine: find the brother, settle the estate,
leave. Nobody leaves.</p><p>Mechanically this is an adventure game of a very old school — pixel art, cursor,
inventory, conversation trees, the whole 1990s apparatus, rendered with the muddy
colour palette of a machine that had a limited number of colours and made a
personality out of it. Kay is accompanied by Million, an android her mother owned,
who narrates and comments and is funnier than the situation deserves. There are
minigames. There is a mind map.</p><p>The mind map is the piece worth stopping on, because it&rsquo;s the design decision that
makes the game work.</p><h2 id="why-the-mind-map-works">Why the mind map works</h2><p>Most adventure games track state in an inventory and a journal.<em>NORCO</em> tracks it
in a diagram of Kay&rsquo;s head: characters, places, ideas, connected by lines you can
click to have Kay tell you what she thinks about the connection. It looks like a
convenience feature. It is doing something much more specific.</p><p>An inventory tells you what you&rsquo;re carrying. A mind map tells you what you&rsquo;re<em>thinking about</em>, which in a game where the actual puzzle is &ldquo;why is my family like
this&rdquo; is the only inventory that matters. Consulting it isn&rsquo;t a lookup; it&rsquo;s Kay
worrying at something. The design is telling you that the obstacles here are not
locked doors — they&rsquo;re the things she hasn&rsquo;t understood yet about her mother.</p><p>The real ancestor of this is<em>Disco Elysium</em>&rsquo;s Thought Cabinet, which turned ideas
into equipment, but the lineage runs further back than that. Anyone who played
adventure games in the Amiga years remembers the topic-list dialogue system, where
you&rsquo;d hoover up keywords and try them on every NPC like keys on a ring.<em>NORCO</em>
looked at that mechanism — the game&rsquo;s memory of what you&rsquo;d learned — and asked
what happens if you make it the interface rather than the plumbing. It&rsquo;s the same
move<a href="/respawn/tunic-the-manual-is-the-game/">Tunic makes with its manual</a>:
promote the paratext to the text.</p><p>The other thing the mind map buys is pacing control without gating. The game rarely
stops you. It lets you carry confusion around, and it gives you a place to put the
confusion down, which is why a story this dense doesn&rsquo;t feel like homework.</p><h2 id="the-refinery-is-the-antagonist">The refinery is the antagonist</h2><p>There&rsquo;s no villain here in the sense a game usually means it. There&rsquo;s a company, a
security apparatus, some men with a lot of money and a religious streak, and an
economy that has already decided what the town is for. The plot involves all of
them. The pressure comes from something more diffuse: a place where the largest
employer is also the reason the air tastes like that, and where leaving is
expensive and staying is expensive and both bills arrive.</p><p><em>NORCO</em> is very good at the texture of this. The Shell plant looms over dialogue
the way weather does. Characters talk about work, and about who&rsquo;s sick, and the two
conversations are the same conversation. The game never delivers a thesis
paragraph about extraction; it just keeps showing you the drainage ditch.</p><p>There&rsquo;s a formal trick underneath it.<em>NORCO</em> keeps handing narration duties
around — Kay, Million, Catherine&rsquo;s recollections, the occasional block of text that
belongs to nobody in particular — and the effect is that the town accumulates
description faster than any single character could supply. Adventure games usually
fix the camera to one consciousness because the cursor implies a hand. This one
lets the perspective drift, and the drift is the point: a place gets described by
everyone who&rsquo;s stuck in it.</p><p>This is where the Southern Gothic label earns itself. The genre&rsquo;s actual content —
Faulkner, O&rsquo;Connor, the decayed grandeur and the inherited guilt — is about a place
where the past won&rsquo;t decompose.<em>NORCO</em> relocates that to a landscape where the
past is literally in the groundwater, and lets the mode do the work. There are
visions. There are prophets. There&rsquo;s a bird. None of it is played as fantasy;
it&rsquo;s played as what a stressed brain does in a stressed place.</p><p>Yuts, the developer behind Geography of Robots, brought in a soundtrack from
Gewgawly I, with Houston rapper Fat Tony featuring, and the music does something a
lot of atmospheric indies fail at: it has a region. It sounds like it came from
somewhere specific rather than from the drone-and-piano supply cupboard.</p><h2 id="where-it-fights-itself">Where it fights itself</h2><p>The minigames are the weak seam.<em>NORCO</em> periodically hands you a small
mechanical diversion — a bit of combat-ish, puzzle-ish business — and these are
fine, and they are also the least interesting five minutes on either side of them.
They exist partly for rhythm and partly, I suspect, because an adventure game feels
obliged to have verbs. The game is strongest when it trusts the cursor and the
conversation. Compare what<a href="/respawn/hypnospace-outlaw-the-operating-system-as-level-design/">Hypnospace Outlaw</a>
does with the same problem: it never bolts on a verb, because it made its
interface the verb, and it never has to change gear.<em>NORCO</em> changes gear, and you
feel the clutch.</p><p>The bigger risk is legibility. This is a story that withholds, layers timelines,
and expects you to assemble intent from fragments. Played across a few short
sittings, whole threads can go slack. It rewards a couple of long evenings, and
punishes the twenty-minutes-before-bed schedule that most of us actually have.
That&rsquo;s a real cost and worth knowing before you start, in the same way<a href="/respawn/pentiment-the-manuscript-as-murder-mystery/">Pentiment</a> is worth knowing
about before you commit.</p><p>And the ending will annoy a certain kind of player. Fair warning. It&rsquo;s an ending
that resolves the emotional question and declines several of the plot ones.</p><h2 id="the-verdict">The verdict</h2><p><em>NORCO</em> won the Tribeca Games Award in 2021, before release, off a slice —
the first game to take that prize — and the festival juries were reacting to the
right thing. It&rsquo;s a genuinely literary game, in the narrow sense that its
achievements are the achievements of prose: a sentence that lands, an image that
won&rsquo;t leave, an observation about people you recognise as true and hadn&rsquo;t
articulated.</p><p>What it does that a hundred other narrative indies don&rsquo;t is refuse the easy
consolation of resolution. Kay doesn&rsquo;t solve Norco. Norco isn&rsquo;t a mystery; it&rsquo;s a
condition. The game gives you a mind map for holding contradictions and then
asks you to hold some.</p><p>It runs about five to six hours, which is the correct length, and it is short in
the way a good novella is short. Play it on PC if you can — the cursor wants a
mouse — though the 2023 console ports work fine and the Switch version is a
decent bedside machine for it, schedule caveat notwithstanding.</p><p>Where next: if the mind map is what grabbed you,<a href="/respawn/disco-elysium-the-rpg-where-the-only-combat-is-with-yourself/">Disco Elysium</a>
is the fuller expression of the same idea. If it&rsquo;s the place-as-character, take<a href="/respawn/citizen-sleeper-the-dice-as-precarity/">Citizen Sleeper</a>, which does
economic precarity with dice instead of drainage canals and gets somewhere
similar.</p><h2 id="spoilers-below">Spoilers below</h2><p>The Superduck sequence is the moment the game shows its whole hand. Kay&rsquo;s descent
into a corporate-security theme-park apparatus, and the pivot from Southern Gothic
to something closer to cyberpunk satire, is a swerve that shouldn&rsquo;t hold and does —
because the game has spent hours establishing that this town&rsquo;s institutions are
already absurd, so an absurd one arriving on schedule reads as continuity.</p><p>Catherine&rsquo;s playable flashbacks are the structural masterstroke. Putting you inside
the mother&rsquo;s perspective, after hours of Kay assembling a picture of her from
objects and other people&rsquo;s accounts, means the game gets to do the thing prose does
well and games usually can&rsquo;t: show you that the picture was wrong in a way that
isn&rsquo;t a twist, just the ordinary gap between a parent and a child. You don&rsquo;t learn
Catherine had a secret. You learn she had a life.</p><p>And Blake. The search for Blake is the quest hook, and by the end the game has
quietly demonstrated that finding him was never available, because what happened to
Blake is what happened to the town — a slow dissolve into the machinery — and you
cannot recover a person from an economy. That&rsquo;s why the ending withholds. A
resolution would have been a lie about how this works.</p>
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