Just as there are innumerable ways to tell a story, there are innumerable ways to internalize one. As a story is presented to an audience, it gets filtered through each person’s unique perception of the world, and it’s this adjusted view that is then consciously considered. Shakespeare’s plays are the closest thing we have to objectively good stories, but even these can have wildly different meanings to each person. This is where Disco Elysium puts a lot of faith in its audience, expecting people to confront their biases and consider alternatives in a mature way. It’s an isometric RPG where the main murder-mystery plot is almost an afterthought, with the actual purpose of the narrative being discussion of a wide range of philosophical topics, and the roleplaying is how your character sees the world. It's the only RPG I've seen that takes advantage of how a player's choices reflect back on them, and it allows the game to engage the audience on a more personal level. The game assumes that you’re interested in this sort of dialog and can entertain alternatives, playing devil’s advocate to question you for every decision. It accomplishes great things with the RPG format, but the payoff relies almost entirely on that trust in the audience’s willingness for discussion. If you want the game they give you direct plot payoff or conclusive ending, you probably won’t leave fully satisfied. If you want to engage with it as a normal RPG and learn which stats will give you the best outcome, the game won’t give you that either. The kind of person this game will pay off for is for someone who finds joy in ruminating on different ideas and reflecting on how they shape the world. If you're not that kind of person, the game won't exactly be miserable, but the energy you have to put into it won't be proportionately rewarded. But if you are, this could be one of the most interesting games you'll ever play.

Reviewed on Jan 05, 2021


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