Disco Elysium

Disco Elysium

released on Oct 15, 2019
by ZA/UM

Disco Elysium

released on Oct 15, 2019
by ZA/UM

A CRPG in which, waking up in a hotel room a total amnesiac with highly opinionated voices in his head, a middle-aged detective on a murder case inadvertently ends up playing a part in the political dispute between a local labour union and a larger international body, all while struggling to piece together his past, diagnose the nature of the reality around him and come to terms with said reality.


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This game changed my life. Play it.

YAAAAAAWN too much words when can i kill people with a golden ak47 and play soccer

I have that amazing feeling when the game you entered with zero expectations turns out to be one of the best games in history. I was going to play like that, but what a game this is. You know, some games are more than just games. You really feel like you're in that adventure, not like you're playing a game. You completely break away from the game and fall into that world. Disco Elysium is exactly such a game. I will probably never play detective in my life, but I had an incredible experience with this game. Moreover, it is not just a detective experience. I also became a partner. A man who was abandoned by his wife and feels the pain of this deeply. A man chasing insects that he is not sure whether they are imaginary or not. He is a man who becomes rude and gives different answers when asked about his political views on every issue. A man who sold his soul to one of the most important bosses of the city because he could not perform an autopsy. This is a man who spent hours thinking about extreme racist views to meet with the boss. A man who talks with his tie and trusts him no matter what he says, but then his trust is not in vain. In short, I didn't play Disco. I lived the game.

Disco is really such a game. The game is not just about detective work. More precisely, it is, but it is a game in which we can see how detective work actually consists of work other than detective work. We are not detectives in the game. Games generally enjoy such pure characters. You are a soldier, go kill, you are the chosen one, go do this. You are a detective, solve cases. In this game, we are people beyond being detectives. We want to drink and dance just like other people. Just like other people, we investigate other mysteries that catch our attention. Like a human being, because of our pain of separation, we become disco kings, dance, get drunk, crash our car and lose our guns. This game wants to give us a human experience before a detective. No human being is pure business, as in games. Moreover, we do this a lot in games that allow us to. I'm sure we all play Skyrim very differently. We always experience our humanity as much as the game allows us. Disco was one of the games that gave me this human experience the most. Yes, playing games is a really good job, being able to adapt the mechanics of the game to my mouse and keyboard and play it even better, but if I wanted to be a human in another universe, this would be the game I would play again. I've never felt like a game allowed me to be this human while playing it. I wasn't a detective, but I could do that too if I wanted to. In fact, people had already sent me a partner because I wasn't doing detective work.

Let's get into this partner parable here. 80% of the time we spend in the game is with our partner. Kim Kitsuragi. Giving a permanent partner to the player in a game is a very risky business. If this character of yours is annoying and unlikable, it can poison the entire game. Would you believe it? Kim is not like that at all. That is, at least according to the majority. Although he is a sweet person who abides by the procedures that make his job tough, but lives with the toughness of a police officer, he is not annoying at all. Kim is a great partner with whom you can generally talk freely, who you try to understand together after every event, who complement each other's characteristics, who always has his back and who always has your back. I wasn't bothered by him at any point in the game, in fact I felt uncomfortable when he wasn't around. I regretted that I had sent him later while traveling alone. Kim was more of a friend than a partner, and without her I was completely alone. However, Kim is your number one man in solving the murder and helps you tremendously with little information on every subject. He definitely helps you out at some points in the game where you get stuck, and no matter how you treat him, he never hesitates to get you out of trouble. Even though I didn't perform the "God, please" part, I was incredibly impressed after watching it. In short, who is the only thing that should be with us in such a game.

After talking about Kim, let's talk a little about ourselves. We, Harrier Du Bois, are a senior police officer. Even though we suffer from amnesia after prolonged alcohol use, we've solved a lot of murders before and are probably the smartest person in the office. Despite this, after an important event, we have devoted our lives to alcohol and disco, and as long as we are conscious throughout the game, we will face the consequences of this for a long time. There are 5-6 police types that the game gives us. The game chooses which of these police types we will be based on the answers we give to people while talking. There are options such as the constantly apologizing police, the boring police, the homeless police, and all of these return to us as thought bonuses, but they also affect our lifestyle. However, we can also determine our political views according to the political answers we give in speeches. These are ultraliberal, communist, centrist and fascist views. Towards the end of the game, I had plenty of them all. Don't be misunderstood when we say centrist here, do not think of it as being from the left and right and balancing each other, you can think of it as not directly engaging in any political issue. I, on the other hand, managed to become a real centrist by getting a lot of points from all of them, but my communist score was the highest. There is an incredible political atmosphere in the game and, as always, characters leave you hanging and wait for your answer. Your answers are important and help improve your relationship with them.

Another important structure related to the game is thoughts. Thoughts stay in your mind for a period of 5 hours (time in the game only progresses when you talk to someone) and then give you bonuses. These thoughts may be racist thoughts, you may be trying to remember the way home, they may be feminist thoughts, you may be trying to remember an old singer. In short, there is. I've thought about everything I've come across here, but I think you should approach it like an RPG and think about the things you really want to think about. Because the bonuses are adjusted exactly accordingly. If you think about getting a statistic, it usually goes to waste because you don't know which statistic will come. Instead, think about what you really want to think about and choose that way.

If we continue with the RPG features, there is a statistics system in the game. There are 24 features grouped in 4 main groups. These 4 groups are Intellect, that is, mental features and knowledge, Psyche, that is, understanding and psychology from the human soul, Physique, that is, the strength of your body and feelings, and Motorics, that is, motor skills. Indeed, the stadiums are incredibly well structured under this group. So much so that it is possible to truly learn about a person's character by scoring them on this scale. I played as a character who is smart and understands the human soul, but whose physique is weak and who has just enough motor skills to survive. However, when you think about it, the game is so open that you can pretend to be police officers like Behzat Ç and Jake Peralta and it would probably be incredibly fun. Another important feature of these statistics is conversations with you. Yes, there is a lot of self-talk in Disco. If your certain stat is sufficient and you roll the right dice, that stat can give you important information about the conversation. For example, if your Drama stat is high, when someone lies, Drama talks to you in the middle of the conversation and tells you that the other person is lying. While Authority is concerned with how much authority you have established over the other person, Perception allows you to capture sensory details in the other person and even in the rest of the game. These stadiums have important checks, and if you pass these checks, you can access clues that will help you solve the murder. You can try some checks after increasing the level of that stat, but some are red. You only get to try these red ones once, so you might want to consider leveling them up a bit until it's time to try them. It is possible to try the white ones one after another. This is one of the most important mechanics of the game.

You can also change clothes to pass the checks. The clothes in the game generally help you change your stats in relation to them. For example, if you wear a police uniform, your authority and intelligence will probably increase, but people will also start to disrespect you as much. I recommend that you do not forget to change these clothes before each check-up. Determine what you normally wear according to your own style. The point of the game is to play it somewhat realistically. So, I recommend that you play not to win the game, but to survive in the game. So, for example, even if a move you make seems like it won't take you further in the game, if it suits you, do it. As far as I've played, there isn't much distinction between good and bad in the game. In general, instead of doing or not doing something giving you a good or bad ending, he answered by thinking about what would happen if you actually did that. For example, when I saw something that was impossible, I pressed it because it was a stat that I had never pressed before. It turned out that I had to try anyway, and the rejection I received made me progress. So, there is no such thing as "I couldn't do it, I did it" in the game. Moreover, the game is not cruel in this regard, it is fun. You can die because of the worst choices you make in the game. I don't think that's a situation that would happen very often. For example, there is a low probability check at the beginning of the game. You are trying to flirt with a woman. You probably won't get it right, but you want to try. You say, oh, what will happen? I personally didn't do this because I imagined I had a dead wife and played it that way. However, friends who tried it generally failed the check. Guess what happens next? Instead of telling you "it's okay, if you can't do it, no flirting", the game now makes you act as if the words are already coming out of your mouth. In this case, unfortunately, you have to say something stupid like "you, me, sex" to the woman. Yes, this is stupid and can get on your nerves, but remember that there is no winning in this game and have fun. Indeed, if you try to flirt without any flirting skills, it is possible to encounter a situation close to this.

Of course, there is also the end of the game. Here, perhaps, it is possible to see a good or bad ending. I love endings like this. This is my favorite type of endgame. At the end of the game, everything you have done throughout the game is revealed to you. So, considering how much of an adventure the game is, it is really a nice thing to see what you have done throughout the game. How did you experience this adventure? What did you deserve? What bad things have you done? Frankly, it's a bit like an afterlife model and I really like this. How far can people escape the consequences of their actions? At some point, will an authority stand against them and reward and punish them for their actions? So what is good and bad? This confrontation, which revolves around difficult concepts like these, is the best finale I've seen in a game in a long time. It is so good that I can say that Disco has an ending as good as RDR2 and Undertale, which ended with the same concept.

There is one last point I want to mention. There is a scene in the game that says if you have broken up with a good relationship and are still playing this game while searching for your relationship, do not play this game. There is a scene in the play that is so heavy that such people can never bear it. So much so that it can make even people in relationships nervous and nervous about what will happen when their relationship ends.

And that's what Disco is all about. A very interesting game. Even how much of a game it is is debatable. But for now, this is the maximum game that such RPGs can turn into on the computer. A very different experience. While it's the strangest game I've ever played, it's also one of the best. Truly, I think Disco is a benchmark for games in its genre and a great experience that everyone should try.

Might genuinely be the funniest and deepest game I’ve ever played.

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What a beautiful game. I'm glad it has voice-acting now, as it would feel a bit flat without.

I love the red vs white roll system to force players like myself to just play the game. I'm normally I 'complete every dialogue tree and found everyone before making a choice' player but Disco Elysium's design really helps to let go of that and just experience the role-playing story that unfurls before you.