Part 3: Milling the Streets
Update time! Taking this somewhat slowly and thoroughly since Normality isn't that long a game, so rather than shooting straight to Plush-Rest and getting that job we'll take a bit of a look around today. Then tomorrow it's full steam ahead!Last we left Kent, he had successfully escaped from (and completely ruined) his apartment. Of course, living on the second floor would be a problem, except Kent is fortunate enough to find a maintenance cradle outside his building.

Judging by the tent, it seems this strange man lives in the cradle. He doesn't seem too put out by Kent's arrival, but then he wears his raincoat literally over the top of his eyes so he might not even realise Kent is here.

Deciding that this situation isn't quite awkward enough, Kent pauses just long enough to take a look around his own neighbourhood rather than actually speaking to the man.
The sign with the gigantic "STAY NORMAL" message flanked by Neutropolis' whacked out leader is a nice touch.

Kent scouts out possible escape routes. Just in case, you know. Those old men with their pipes and raincoats, you never know what they might do next.

Apparently the dude has a television. God only knows why, since he can't fucking see through his own clothes.

Kent actually raises a good question. Another good question is where the fuck is that chimney smoke coming from? At this point I think it's safe to assume that Kent is still in his apartment and is just high on the paint.

Kent decides to ask the old man to lower him to the ground. I like to imagine Kent displays a huge, vacant, toothy grin every time he begins to speak to someone.



Since this is our first in-game conversation I figured I should show you the typical branching dialogue options. It's pretty standard stuff. Occasionally there are multiple choices and you only get the chance to pick one but most of the time you can just repeat conversations until you try everything.

As if he could feel the damn metal through that ridiculous raincoat. Mind you it would be nice to get rid of the cushion, since it's sole in-game function is to clog inventory space.



You know, it'd be pretty easy to go and just buy you a coffee if you'd just let us go down to the fucking street. Gah.



Kent briefly considers lowering himself to the ground, since the winch is right there and all.

Sigh. Back to the apartment then.
Reverse Window (0:12) - Kent is too frightened to climb back into his window, so instead he reverses time or something and backwards-speaks his way back into the apartment. Dai would probably be freaked out if he was actually paying any attention.

Kent grabs his least filthy cup to make Dai's coffee. This is, of course, a relative term.
Actually using the cup on the kettle evokes an indignant "what am I supposed to do with that?" response from Kent, because he's a mental midget.

Instead, we first need to actually set the kettle boiling.

Finally the neurons start firing for Kent.

For Christ's sake Kent, you're just pouring a cup of fucking water, you don't need to make a big deal out of it.

Oh God, Kent, no. Don't.

I like the way Kent has become so adept at inventing excuses not to use anything in his apartment. Kid has coping mechanisms up to here.

Of course, he's still a disgusting fuck.

Come to think of it, I didn't actually see Kent put any coffee beans in this. I think he's just going to hand Dai a mug of hot, diluted paint and hope he doesn't lift his fucking hoodie soon enough to realise.

Even Kent is having second thoughts about this plan. He just got a week's torture for whistling in the streets, what's the going penalty for poisoning a stranger?


Back out the window and into the cradle. Somehow we've discerned that Dai's last name is Vandervip in the process. I'm pretty sure he never told us, but then if your last name was Vandervip, would you admit to it?


Yeah, we'll "have you down" in no time too. Six feet down.

"It's called lead!"

Kent decides to take the opportunity to ask Dai some questions, since he knows absolutely nothing about the city in which he lives.


In Dai's case the problem is probably the fact that he never even thinks about putting out his damn pipe. I think I've figured out where that chimney smoke is coming from.


I don't think that's why she threw you out, Kent.


Hahaha, yeah, you tell him Kent!!



To go along with the mystery of why your raincoat has triangular patterns around the buttons. Kent continues to ask questions about things that he really should know already.


He just blew up? Did anybody bother to find out why?




I'd say he's trying to give Kent a hint that he wants to be left alone here, but Kent is not exactly the most perceptive guy going around, and keeps pressing him.


Couldn't you have chosen a better spot to get away from the tyranny of Paul Nystalux than in a cradle directly facing a gigantic poster of his head?
Oh, sorry, forgot. The raincoat hoodie. Right.


Before he leaves, Kent decides to show Dai the strange gizmo he found in his couch.


Wait, are we still talking about the gizmo thing here?



I think that paint is well and truly kicking in now.

Dai begins lowering us to the street, during which the graphics switch to some kind of even lower quality mode for no apparent reason. Not sure what the deal with that is.

The instant he can get away from Kent, Dai hightails it. I don't blame him.

Kent decides to have a look around, only to find the road sealed off. This might look like typical adventure game fencing to make an area look bigger than it actually is, but there's actually nothing stopping you from simply walking around a nearby building and ending up on the other side of the roadblock. I don't even know why it's here to start with.

Of course, in Kent's case he just ends up drawn to the flashing lights like moths to a flame.

Sure, if your speakers weren't completely wrecked. Of course, asking Kent to actually pick the beacons up leads to him whinging that he can't figure out how to remove them from the poles.

Some kind of free-thinking anarchist you are Kent. "Oh no, I won't step around this road block sign even though there is nobody in sight and I can just walk around a building to get there anyway!"

Pretty much everything in these streets is closed and locked up tight. At this stage there is literally nothing to do here other than to either leave, or return to your apartment.

Kent still takes the time to admire the scenery though, because that's the kind of guy Kent is. Slow.

There's a cinema here, but it's never open.


"Cobblers", hahaha. I can see why this place has been boarded up. That "Skydiving Idiots" film sounds worth watching, though.


This street is a shitheap.

The hardware store is closed down...

The newsagency is closed down...

The TV shop is closed down, though only for the moment.


The only door around here that will actually open is the one leading back to Kent's apartment.

...Apparently there is no Norm out the front of Kent's door. Just this ridiculous looking robot.

It must have some sound detection thing going as well to know when the TV was shutting off. But not sensitive enough to know when the window was being opened.


You can't go to the smallest room in Kent's place period.

That thing looks like The fucking Mask.

The only other place of interest around here is this broken grille behind the TV shop.

There is nothing we can do here now, though. We'll come back here later on.

After wandering around forever trying to find something, anything to do in this Godforsaken street, Kent finally remembers he has a map and can go somewhere else.

Scenic Neutropolis. There are only three places we can go for now, specifically Kent's apartment, the streets, and the Plush-Rest Factory, which wins by default. The map feature is handy, because you can pull it up anywhere, except if you're not supposed to be able to leave. There is one point in the game where it can completely fuck you over though. I'll cover that when the time comes.

The Plush-Rest factory is every bit as dead as Kent's neighbourhood, but at least it's actually open.

Just in case you forgot that this game was produced by a British company, they included an "OI YOU!" sign to remind you.

In his indignancy, Kent fails to realise that all the spaces are empty.

That note Kent received in the Blue Pens indicated that a rebel group could be found in one of the dumpsters out the back of Plush-Rest. They didn't exactly do a good job hiding their tracks.

Kent often becomes paranoid when he enters public spaces. Of course, he doesn't try to actually push on any of the walls, or even knock, or anything. He just gives up immediately.


How the fuck do you tell the difference between slingback prints and those from any other women's shoes? How much time has Kent spent staring at other people's footprints?


Yes, thank you Kent. Of course, Kent refuses to actually take it because he likes to limit his inventory to only those items that have no possible use at any stage in the future.

Continue to check out the premises, Kent comes across a drum of paint.

The last thing you need is more paint, Kent. Moving right along...


Kent sees an explosive fire and his mind immediately goes to thoughts of cooking. A psychologist could write a thesis on this dude.

Another potentially useful item that Kent refuses to pick up. Well, to be fair, he is willing to try but can only carry it a stone's throw away before his pencil-thin arms give out on him. We'll leave it alone for now.

A rusty old piece of junk metal is closer to the mark for Kent's disgusting inventory, so he pockets it.

This container is rusted shut, and apparently full of toxic waste, so naturally Kent wants to open it. He can't yet though. We'll come back and open it later.

Having completed his survey of the building, Kent is finally ready to approach Mr. Brinkler and beg for a job. Will he be successful? Can he find a way into the dumpster? Will he get thrown out by security? Stay tuned!