![]() I didn’t wind up hopping freights and sneaking into trucks to travel, but I also spent years living a nomadic existence and chasing my dreams while getting laid off every 6 months-1 year (thanks, video game industry!) and accumulating little for it except the trauma (thanks again, video game industry!). ![]() I didn’t experience any nuclear apocalypses, but I dropped out of college and moved across the country because I also had to get away. Your character ran away into the apocalypse because she had to get away. (Did I stick around? Hahahaha, this body remains unperforated by bullets and I intend to keep it that way). The last time I was on it, two dudes with beards in jacked up trucks with blacked out windows crashed into each other when they were weaving through traffic. Sure, it’s pixel-art style but the I-10 bridge over the swamp in the intro? I’ve driven over that bridge countless times and still do several times a year. The game is set in an alternate/near-future history where the plants have exploded and oil pirates are fighting for what makes it out of the ground…but the real city is also a small, poor town in what’s called Cancer Alley, full of the desperate that work at the plant or want to get away from it. There’s a difference between “realism” as most gamers and games define it, where it’s photorealistic and an exact replication, and “realism” in the sense of capturing the heart and soul of a place. MonsterVine was supplied with a PC code for review ![]() I’ve been through and around it and the feeling of crossing the spillway and seeing the closest thing in this world to Mordor glowing in the distance is a particular feeling and takes a sense of place beyond visual references. I am from the New Orleans area and have been through that area hundreds of times. NORCO hits a little close to home for me and I mean that in the most literal sense. It’s easy to capture a place’s art and architecture style but it’s much harder to capture the vibe, and the feeling of being there.
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