If it's one of the main villains using villainous willpower, then they tend to end up on the high end of the Elite Zombie chain. It also depends on whether it's a main character or not, they can sometimes use The Virus' powers against it with enough Heroic Willpower (a property more typical of The Corruption) and even play Sheep in Wolf's Clothing for a while. How much of the former person is left after infection depends on the series, as does whether or not the process is reversible. This tends to lead to the Womb Level and Organic Technology. Some strains of The Virus are so powerful the infected can even mutate environments. Despite the body snatching, if The Virus is only able to crudely mimic human behavior it may lead to a Glamour Failure that's especially noticeable. If the converted still remember their previous selves, they will use their personal knowledge to prevent their former loved ones from doing them harm, or from trying to get them back. The converted will have unflagging loyalty and be instantly ready to commence villainous actions. The transformation is both mental and physical. There are few games in the world like Norco, and it belongs unequivocally in the highest tier of narrative experiences in the medium today.The Virus turns people into itself or into entities subservient to itself. But on a personal level, it's a game that understands who we are and what the internet has made us-how this digital constellation of fragmented subcultures has shaped the way we see the world and our place in it. On a bad day, it cuts deep as a sobering, but loving portrait of a modern dystopia-a community on the edge of great change. On a good day, Norco is a bastion of beautifully evocative storytelling that invites any player to take refuge in its world. There's a depth to each Garrett subtype that transcends average point-and-click characterization, elevated by Yuts' unparalleled ability to build empathy and connection between the most disparate social identities. They are, perhaps, the easiest characters upon which players can imprint themselves thanks to the range of subcultures and petty, painfully human foibles that flourish among them. They evolve from pernicious "mall Nazis" to a group of degenerates who tried, in their own misguided way, to actualize a sense of self and community. This is where Norco offers a refreshing challenge within its chosen genre, in the myriad ways it forces the player to pay attention to the problems of their own world without turning away.Ī huge part of understanding the heart of Norco comes from understanding the Garretts, who I feel are the true protagonists of the story. I've never been to Louisiana, but probing Kay's mindmap conjures uncomfortable echoes of my own relationship with my family and hometown. But perhaps because of Norco's roots in a real hyperlocal setting, drawing on the devs' lived experiences, as well as issues like class divide, gentrification, and alienation, it forces us to re-examine our relationship with videogames as a medium for escapist pleasure. This isn't to say that most point-and-click adventures are mindless-I'm a huge fan of what Wadjet Eye has done to elevate storytelling and characterization in Primordia and Unavowed. It forces us to re-examine our relationship with videogames as a medium for escapist pleasure. It's worth noting that 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 and subvert the indignities of technocapitalist 'progress.' On another level, the mind map is an insightful alternative to point-and-clicks that rely on manipulating the game environment and collecting items – it forces the player to internalize and contextualize Kay and Catherine's decisions on a deeper level. It mirrors both the player and Kay's need for clarity, with the added function of being a place where the player can keep track of the game's major threads. The mindmap system-a connect-the-dots-style web used to nudge the story along-is a simple but effective way of dressing up the (nominal) role of player agency in Kay's journey.
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