
Norco is a Southern Gothic point & click narrative adventure that immerses the player in the sinking suburbs and verdant industrial swamps of a distorted South Louisiana. Your brother Blake has gone missing in the aftermath of your mother's death. In the hopes of finding him, you must follow a fugitive security android through the refineries, strip malls, and drainage ditches of suburban New Orleans.
Explore a world of detail-rich and atmospheric pixel art born from the petrochemical landscapes of South Louisiana. Navigate your way through a world of uncertainty and moral ambiguity as you venture deeper into the swamp to unravel the threads left by your brother. Fight, sneak, or fast-talk your way past any hometown bullies, security contractors, or death cults that stand in your way. Bust into a refinery with your robot friends. Immerse yourself in the eclectic, atmospheric soundscapes of Gewgawly I. Explore vast scenic landscapes of pulsing nightlife and eerie solitude. Recruit a wild-eyed river dog.


Ricevi una notifica istantanea quando il gioco raggiunge lo sconto desiderato
Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Lingua | Interfaccia | Audio | Sottotitoli |
|---|---|---|---|
| Russo | |||
| Inglese | |||
| Tedesco | |||
| Francese | |||
| Spagnolo | |||
| Portuguese (Brazil) |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
This game is very dear to me. It presents plainly the often contradictory balance we must strike in our lives between industry, the land, familial ties, and just straight up surviving. Nobody comes out clean, but we're lucky to make it through with a few laughs and a few bumps on our heads. I'm from Luling, a community across the river from the actual site of this game. This area, the River Parishes of Southeast Louisiana, very rarely gets any accurate depictions in media. The closest -- at least visually -- is the first season of HBO's True Detective, much of which was shot in Norco, LA, but its setting is more inland. Growing up here, though, nothing is as painfully accurate a depiction of growing up in "Cancer Alley" as you'll find in this game. A lead developer on the game, Yuts, has been my friend for a while. We didn't grow up together, but our lives took similar paths. Watching
Kentucky Route Zero by way of Monkey Island, with a dash of Disco Elysium. --- EDIT: Having completed the game, I feel the need to provide a counterpoint to some other reviews which expressed dissatisfaction with the Third Act of the game. While subjective personal experience is certainly important, especially for a game as abstract and interpretive as NORCO, it's also just that -- subjective. I loved the final act of the game. It genuinely brought me to tears. It also made me call my mom. NORCO's greatest strength is its utterly unique Industrial Surrealist / Southern Gothic atmosphere, held together by evocative pixel art, gripping prose, moody soundtrack, and singularly melancholic worldbuilding. NORCO's First Act feels magical in part because you're experiencing all these elements for the first time, and the world is still being constructed around you such that you genuinely don't
I don't really have anything substantial to add to the polygon or uppercut crit reviews, or indeed to any of the steam reviews - I think the Disco Elysium comparisons are reasonable, although I do also think that Disco Elysium was almost boundlessly optimistic while Norco is melancholic to the point of being depressing, despite daft jokes and quirky characters. The art and music are stunning, and the writing is gripping. There's also minimal-to-zero 'moon logic' and pixel hunting, making it quite easy to blitz through to the somewhat abrupt ending in about four hours. But perhaps the most resonant thing that I took away from Norco was the string of wikipedia pages I opened to try and get to grips with what i'd experienced in the game, as well as the IRL Norco, LA, where the developer grew up. "Norco, Louisiana". "Fenceline community". "Shell plant explosion in Norco, Louisiana". "Cancer
just an incredibly well-written, atmospheric, experimental, and brutal point & click adventure. not brutal in terms of difficulty with mechanics, but more challenging in terms of its writing and what it has to say. if that sounds pretentious, it's because games rarely have challenging narratives (which I don't have a problem with regarding individual games, but I'd love more games that provide as much food for thought as NORCO does). I'll clarify what I mean, exactly, and will try to be broad and avoid spoilerish chicanery. this game grapples a lot with severing ties with blood relatives--namely parents. are we obligated to forgive our parents if they traumatize us or treat us awful? why can people who were treated TERRIBLY by their parents still feel some ethereal connection to them? it's a very rough topic that speaks to me as someone who has mutually disowned both of my parents. they
I have spent the last month or so playing Elden Ring (160 hours atm) and it's pretty good. So I thought I'd shake things up and play NORCO instead for a break. Here is my review of NORCO: it is 6 hours long and the best game I have ever played.
i finished the game, threw my arms in the air, paced around the house muttering for about twenty minutes, dragged my partner to the PC, watched them play through the entire game in one sitting, they finished the game, threw their arms in the air, paced around the house muttering for about twenty minutes. that was four months ago and there isn't a day that goes by where i don't think about this game at least once, and it's still a regular topic of discussion between us. an absolute masterpiece of storytelling and art. update: it's been nearly a year since i wrote this review. we STILL talk about this game at least once a week. it has become a constant reference point for what interactive storytelling can achieve, if not storytelling in general. A MUST PLAY.
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