9 reviews liked by flaco


It's honestly staggering that Final Fantasy XII is as good as it is when you consider its famously troubled development. This is a game with one of the most brilliant RPG gameplay systems in all creation, a semi-automated battle system where the bulk of the consideration happens before the battle. The perfect midpoint of tactics and action RPGs, with one of the most addictive progression loops I've ever come across. All of this collides together and sings in beautiful concert when you consider the vast open fields and intricate dungeons that this team has designed for you. Forget Final Fantasies X, XIII and XV, THIS is what we call fucking vast. Gliding across frontiers, trudging in catacombs, I'm not sure I've ever felt more genuinely immersed in an RPG. Nocturne comes to mind but slips in dungeon design ever so slightly.

All of this! And then you consider Ivalice. How exactly did we forget to design towns and cities in this genre? It was clearly once there, this game is proof that a world can feel lived in and populated, but as budgets balloon and resolutions multiply, we continue to lose the soul of a Place in these games. Kamurocho in the Yakuza/Like A Dragon games, that's the last great JRPG town. This game has like at least 5 cities that feel huge and memorable. A modern marvel. I've spoken about Hiroyuki Ito but I haven't mentioned that this game was once helmed by Yasumi Matsuno. He created Ivalice after all, and I think even at the beginning of the game you can feel that exact same voice ring out in the story. After some internal reshuffling, Matsuno cited health problems and promptly left the Final Fantasy XII team. This is something I knew going in, I was bracing myself for the story dropoff, though hopefully not quite as cavernous as Vagrant Story's more vacant chapters.

Color me surprised then, when I found out that the story still comes away rock solid. It's maybe not quite as brilliant as Final Fantasy Tactics or as thought-provoking as Vagrant Story, but Final Fantasy XII does manage to retain that soul. People point to the characters being relative strangers as a weakness, I found it beautiful. That we could have 6 people bound by hasty circumstance, come together for the good of their homeland. People complain that there isn't a strong main character, I find that an utterly fascinating aspect of the story. It's clearly not what was intended, in early drafts it was clear that Basch was meant to be the protagonist of the game. But god, just how cool is it that we have three duos of characters to latch onto. Vaan and Penelo, the little fish in a big ocean. Gateways. Balthier and Fran, the cool, aloof, free sky pirates. Aspirations. Ashe and Basch, tragic victims learning to forgive. Heroes. This is well rounded! The game makes you care! It just doesn't throw 15 hours of cutscenes and constant dialogue at you to make it work. Final Fantasy XII trusts you to invest with your gameplay. Play the Roles. People, either jokingly or dismissively, say the game cribs everything from Star Wars. Sure yeah, Gabranth is Darth Vader. However, in every way that it is Star Wars it is also Lord of the Rings, Godzilla, AKIRA, and allegory to the occupation of Japan in the 1940s and 50s.

Final Fantasy XII. I love it. Completely and utterly. I'll be back.

In the not so distant future, we will date our years ASMB

The truly hot Yakuza take finally manifests. THIS was the follow-up I was looking for after Yakuza Kiwami, and I'm so thankful for all of the great story choices the Ryu Ga Gotoku studio made here. Yakuza 3 may have very well surpassed Yakuza 0 in my personal ranking of the series.

The combat is clearly stiffer than the more contemporary entries, but it's combat that still makes a lot of sense. Yes, enemies block a ton but if you dig into the combat just a bit you'll find more than enough tools to deal with everything the game's narrative throws at you. I can't speak for the extra ultimate boss stuff, I'm not a platinum hound, but I found the combat in Yakuza 3 to be more than serviceable.

The real star is the story, and the wealth of great substory content in the game. The orphanage was a brilliant choice and anyone that can't hang with it is no friend of mine. It's a choice that makes complete and total sense for Kiryu and involves Haruka in a meaningful way, which makes Yakuza 3 just feel way more vital as an entry than 2.

Yakuza 3 isn't perfect by any means but it's got an astonishing amount of heart and it does right by all the characters you've grown to love up to this point. It's probably an unpopular opinion but this feels like a high point to me for the series, a game that sees the series truly come into its own as a long-running narrative.

Taking notes from the Tokusatsu flavor of Japanese capeshit, Hideki Kamiya didn’t just want to blow the roof off of his last superhero game, he wanted to blast a hole in the ozone layer and cruise on the border the farthest reaches of the cosmos. He’s never been content with just shooting for the stars, but this title more than any other feels like the truest expression of what he’s wanted to achieve with his games. Having a massive team of action game legends and publisher money from Nintendo all but ensured that the final product would come out with a Platinum-like sheen of creative polish, but as far as I can tell, The Wonderful 101 still managed to impress almost anyone who gave it the time of day in a way nobody was really expecting. There’s a reason the game is still, generally speaking, regarded as one of the highlights of the Wii U. In 2020, it even managed to conjure over $1.5 million in an effort to port it to modern platforms, absolutely crushing the goals set by its Kickstarter.

Naturally, it crashed and burned on release.

The game bombed hard. I don’t envy the position of trying to market the damn thing to general consumers, but on top of the comparatively-niche appeal of the action genre and an aesthetic that repulsed many who laid eyes on it, The Wonderful 101 also didn’t make the experience of getting into it very easy. It wasn’t universally panned by critics or anything - in fact it reviewed pretty well considering how low its sales were - but it’s fair to say most people didn’t get it. Speaking personally, it took me multiple attempts on two different platforms to get past the on-ramp, and even beyond that point it took some time to really click with me.

It’s a real shame having so many of its players bounce off the experience before they can even experience a fraction of what it had to offer, but I almost don’t blame them, at least in retrospect. It's a title that gives out what you put in, possibly more than any other game I’ve ever played. Not everyone is gonna be willing to sit down and give something this mechanically-abrasive a chance, especially if it wears the façade of being nothing but a kid friendly Nintendo romp. Late-teens dudebros aren’t gonna give it their attention, and It probably isn’t a game for grandma either, I get it. Having said that, I don't want this piece to scare anyone off from the game, far from it. If you’ve read this far you surely care about or are interested in the game in some regard (or have played the game before, in which case this specific passage isn’t super important (or just like hearing reading what I have to say ❤)), so if you haven’t closed the tab yet, hear me out:

I don’t generally like picking my absolute favorite things, it's way easier to just provide a list of things I love than to comfortably settle down with one thing, but this is kinda the exception. Without question, if you asked me what my favorite game is, the answer would be an easy one. The Wonderful 101 has it all for me: a colorful cast of characters, a gameplay loop I can’t find anywhere else, indulgent yet tasteful callbacks to the history of the medium of games, a heartfelt story, a campaign that never loses its luster, and a finale I can only describe as legendary. It’s the complete package. Some games may do individual things better, but no game does it all with quite as much fanfare. I unabashedly love it, and I want as many people as possible to give it a fair chance (or two), just as I did. The best things in life don’t come without hardships, after all.

Video games, especially those in 3D spaces, have often struggled to consistently convey critical information to the player when it's most often needed, and it's easy to see why. How do you give the player enough time to react to something coming into frame in a fast paced platformer or a racer? How do you differentiate a hole in the ground from being a safe drop or an instant death trap? Many potential issues can be alleviated through smart signposting and subtle signals to the player, but it feels like action games in particular have struggled with cameras more than most genres. All too often it's extremely challenging to keep everything in focus with multiple enemies on your ass while grinding against the terrain to navigate the field, and that's before you take into account a camera that might not play nicely with the level geometry and act in unpredictable ways. Thankfully, this isn’t an unsolved issue in certain corners of the genre.

Kamiya has proven time and time again that he knows how to create encounters that feel simultaneously frantic yet completely fair, and while his most consistent quality in this regard is his ability to design a large pool of enemies with extremely clear audio and visual tells, he also employs subtle tricks in all of his games to hold the combat together. Devil May Cry makes the level geometry transparent if it obfuscates the player's view of the action, Viewtiful Joe simplifies the chaos by playing on a 2D plane like an old-school beat-em-up while still keeping the intricacies of a fully fleshed out action game, and Bayonetta prevents most enemies from being able to attack from beyond the camera's point of view. All of these systems go a long way towards addressing potential issues with focusing on everything at once, but for my money, no game has presented a solution as bold and creative as the one found in The Wonderful 101.

Locking the camera to an isometric perspective is one of the game's many design decisions that not only keeps the action legible at all times amidst the madness, but threads every element of gameplay together seamlessly while calling into question many of the standards set by games made before and after it, though I'm getting a little ahead of myself. As I mentioned before, action games are quick to become tense scrambles where you can not only lose mental control of the field, but literally struggle to control the camera and your character in the heat of the moment. Even in Bayonetta, a game I adore for the way it handles enemies in relation to its camera system, it's still very possible for it to get caught on a random part of the level and disorient the player. Given the chaos on screen in 101, it could have been extremely easy for this issue to rear its ugly head again, but thanks to the camera this is almost never an issue. Since you don't have to put physical and mental attention on camera control, it frees up the body and mind to focus on every other part of the game at once, so long as you have the fortitude to get past the initial hurdle of learning the mechanics and understanding how to read the field (a task that doesn’t take an entire playthrough to accomplish like some may have have led on).

At an initial glance the game might be hard to read, but upon further inspection you’ll quickly realize that the bright colors and zany designs only exist to assist the readability of moment-to-moment encounters, everything stands out against each other and the environments so well that you’ll never find yourself wondering what's going on once you know what you’re looking at. What may first be perceived as an overly-busy aesthetic that only exists to appeal to a younger demographic quickly justifies itself as an essential part of the play experience. It's a very freeing feeling to have such a common issue in the medium disappear so elegantly here, and while I’m not saying all cameras need to copy The Wonderful 101, any mediocre camera system stands out to me way more now that I’ve seen what can happen if you play with conventions even just a little bit.

This would probably be nothing more than a cool quirk if the action didn’t keep you on your toes, so thankfully the amazing enemy design keeps the game from ever feeling too bland. Nearly every member of the game's massive roster of enemies and bosses plays with arena control in interesting ways and almost always asks the player to juggle multiple conflicting tasks at once, something I crave in games such as this. For instance, you may have your focus on a tank that goes down quickly to a slow, heavy weapon, but other enemies might be quick enough to get hits in while you’re trying to take down a massive threat (it sounds simple, but exemplary enemy design isn’t the standard in action games it really should be).The top-down view also gives some breathing room for the level designers to make the arenas themselves treacherous in creative ways, helping to create encounters where even fighting basic mobs can be a stressful task. Very few encounters lose their appeal for me as a result, and for a title that runs far longer than the average action game, that's no small feat.

These factors individually are more than enough to set the combat way beyond the quality of most action games, and there are plenty of tertiary elements to the experience that make the campaign one of the best in the entire medium (way more than what I could reasonably fit into the scope of this review), but in my eyes, the golden thread that truly unites every element together beautifully and morphs the game into a masterpiece of action game design for me is the Wonder Liner.

Weapon switching is one of those mechanics that is always appreciated in an action game, but seldom implemented in a way that does anything more than give the player more tools to fight with. That last point might sound like an odd criticism to make, especially since we’ve seen what can happen if action games don’t implement some form of instant weapon switching, but it’s generally not something that’s interesting to execute on its own. While I wouldn’t say it dumbs down action games that utilize this system - the skill required to play them usually falls on decision making more than executing the moves themselves after all - it’s just an element to the genre that hasn’t seen much questioning or evolution since it started to make its way into titles that necessitated it. The act of switching itself doesn’t add nuance to a game, ”...it simply prohibits one set of moves, and enables a different set of moves.”. Rather than just settling on a button to cycle weapons, 101 takes a more creative approach.

Your squad of 100 Wonderful Ones is not just flooding the screen to flex the technical ability of a game console that was outdated before it even hit shelves, but is a key element to combat. They aren't just there to facilitate your massive arsenal of weapons, they are your arsenal of weapons.

Using the right analog stick, you draw out commands that signal your team to morph into different massive weapons, whether it be a circle for a fist, a straight line for a sword, or a squiggly line for a whip. It's like if you did a QCF motion in Street Fighter but instead of throwing out a hadouken, Ryu pulled out a gun. They really get creative with your arsenal and I’d hate to spoil it all here, but every weapon manages to not only fill out an interesting tactical role in combat, but also feels completely different to use as a result of the drawing system. This is already a lot to wrap your head around on your first playthrough, and this is before you consider what implications every other mechanic has on this one. If the game had the exact same combat mechanics with a traditional camera system, it wouldn't really work without further disconnecting the liner from the game world in some way (drawing on the lens of the camera or specific flat parts of the environment are common ways of addressing drawing mechanics in other games). It’s possible another system could also work here, but what I love about the solution presented in The Wonderful 101 is that it ties these otherworldly mechanics directly into the game seamlessly. You aren't just issuing vague commands for your team to follow, you're literally drawing out the shapes with a chain made of your heroes.

Even past the surface level details that the game absolutely excels at, this has massive ramifications on the flow of combat. Because the liner is a literal object in the world of the game, it's possible for enemy encounters to directly challenge your ability to draw each shape with efficiency. In a vacuum you may be good at drawing guns and hammers, but can you do it quickly in the heat of the moment? Or if a spiked enemy is blocking your path, can you draw the whip consistently in a different direction to not lose your team members? In a game like Devil May Cry it can feel like action and evasion are totally separate pieces of the combat, as it’s way easier to take your turn and juggle an enemy into oblivion, but not here. Enemies and stage hazards aren't just obstacles in moments of defense while you catch your bearings, but also during offense while you frantically try to get out different weapons and keep your advantage. Launching and comboing a stunned enemy is also a pretty involved task here, requiring a special stun state and your own ability to swap around weapons quickly, so unless you have a really strong grasp of the game you probably won’t be in a spot where danger is more than just a few feet away. It’s some really brilliant stuff.

Understandably, this is where The Wonderful 101 lost a lot of players. It asks so much of the player at the start compared to its contemporaries, but speaking personally for a second, pushing past the hump and "getting it" was easily one of the most satisfying feelings I've had in any game. If you keep at it and don't let losses discourage you, eventually you'll reach a level of mastery where you don't even have to think about how you'll be able to get the shapes out. It's very similar to the learning experience of learning a fighting game character's moveset, different motions may feel alien at first, but give it some practice and it'll quickly become 2nd nature. That may be why I was willing to stick with the system and give the game a chance - I'm not exactly a stranger to fighting games - but I don't believe the genre is required reading to enjoy this game on any level. After all, it probably has the most forgiving continue system I've ever seen (arguably to a fault in some regards) so you'll never find yourself grazing up against an insurmountable challenge on your first playthrough like you might in a different action game. The story is also just an absolute blast, so even if you haven't found your sea legs yet with the controls, you'll surely forget about any bumps in the road after you slice through a skyscraper that's just been thrown at you with a sword made out of human beings, or picked up a giant [REDACTED] and [REDACTED] everything around you only to see a massive [REDACTED] open up in [REDACTED].

Now, in any game with ambitions as lofty as those found in The Wonderful 101, cracks are bound to show eventually. There are plenty of tiny criticisms I've accrued after two years of playing the game (A few that have jumped out to me being that it doesn’t mix as many enemy types in combat as I’d like, or how you aren’t able to utilize motion inputs like stinger and rising into multi-unite) but nothing that outright ruined the game for me. Having said that, the thing that leaves me scratching my head the most is the progression system.

A pervasive thought I see in discussion around the game is that your toolkit at the start feels extremely limited compared to other action protags. There’s a few reasons why this could be (not least of which being the need to gradually ease players into its systems at the start without overwhelming them too much) but I will concede that it makes starting a new save after unlocking everything a bit more frustrating than it needs to be. While I appreciate how insane it is that every single Wonderful One levels up individually while still contributing to one massive level up system, it takes far too long to unlock certain key abilities that would show off the combat's potential far more quickly. There's really no reason why you shouldn't be able to buy key moves like stinger, rising, and cyclone with O-Parts and Wonderful Credit Cards, or god forbid offer a cheat code to level up your squad to unlock other upgrades sooner on subsequent save files. It doesn't help that this bizarre progression system is tied to a game where every weapon is so limited on its own, relatively speaking. Even just compared to Kamiya's last big action game Bayonetta, dial combos have been completely removed leaving just one main combo and a few extra moves for each of the game's massive spread of weapons (the whole experience of the game justifies this I feel, but on paper it really does seem rather limiting).

Beyond the design of the base game itself, the remaster on modern systems has also seen some bizarre changes and frustrating bugs, but despite what a certain Nintendo-adjacent YouTuber who didn’t play more than 30 minutes of the game would tell you, these actually have nothing to do with the peripheral you use to control the game. Some genuinely great changes like further tutorializaion on your basic block and dodge are nearly canceled out by old standard moves requiring an unlock, specific enemy interactions not getting fixed from the original game or getting messed up in the new version, and a massive list of bugs and glitches that keeps growing by the patch with official support that feels deafeningly silent at the moment. I’d still recommend the remaster over the Wii U version for the boost in performance alone, but for the past two years it’s been exceedingly frustrating to tack a “but” to many of my statements while recommending it to certain people. Even though many of its biggest issues aren’t something a new player will experience on a first playthrough, it’s still something that’s hard for me to ignore when discussing the game.

But…

I don’t care. Despite every issue I’ve mentioned or omitted, despite how weird of a thing it is to get into, and despite knowing deep down in my greasy heart that this isn’t something that everyone will be able to latch onto, I just don’t care. I love this too much to care. Everything comes together to make an experience so impactful that those small hardships feel like they were never there to begin with. The mini-games act simultaneously as cute callbacks to other games as well as being genuinely fun little skill checks in their own right, it’s still one of the funniest games out there from the written jokes to the visual gags throughout the game, it has the greatest quick-time event of all time with no contest, even the story feels really sharp and thoughtful. It really is the ultimate “greater than the sum of its parts” affair to me. You have no idea how refreshing it is to play something as full of life as this when the actual world we’re currently living in just feels like a shithole nightmare that exclusively beats down on those forced to participate. It truly feels like this game has more love for the joys of life than any other. It feels like it actually loves itself. And that's what it’s all about, right?

If The Wonderful 101 has taught me anything, it’s that it takes teamwork and perseverance to push through hardships in life. You never know what will be thrown your way, how you’ll push through it, or who you’ll have to push through with. But with the combined forces of everyone’s strength, it genuinely feels like even the impossible is possible. It’s not just about closing your eyes to the darkness and looking back to your childhood where you could ignore the evils of the world, it’s about learning how to grow together and push beyond what holds us back, both collectively and individually. Sometimes it will be difficult, and it may be hard to want to keep going, but it’ll be worth it in the end. It’s all about seeing the good in life and lifting up those around us so they can do the same. Sometimes it’s nice to be reminded of that.

Vagrant Story is an outrageous show of versatility and virtuosity by the same team that brought you Final Fantasy Tactics only a few years earlier. It's a stylish piece of video game history, often looked over in the grander scheme. It's a lot of things at once. A cinematic action game a la Metal Gear Solid, a throwback to old school dungeon crawlers, a love letter to the stylings of western fantasy novels as well as comic books, and possibly video games' equivalent to Apocalypse Now's adaptation of Heart of Darkness.

It's not really a difficult game, but it is difficult to understand. You have to settle into the game's rhythm, much like the characters do in the game itself as they begin to tap into the Dark and awaken abilities they can't wrap their head around. It's a massive feeling game in its themes and systems while also feeling extremely lean in its presentation and scope. Vagrant Story is at once well-composed and difficult to handle. The latter is certainly reflected in the way that its story pacing starts to taper off in the back half, ending with a final battle so rich with drama but betrayed by its irritating and tedious design. An ultimately minor but still frustrating blemish on a beautifully complex and vital video game.


Dirt Rally 2.0 is the hardcore racing simulator of choice for the connoisseur of finely cut strafe jumps around expertly manicured Quake level geometry, for the gastronome of slide-slamming from one piece of perfectly Feng Shui-ed Gears of War cover to another, for the Bon Vivant of traversing the richly textured terrain of Death Stranding, for the handsome genius with a disarming smile that belies a mind which has been not unreasonably compared to the labyrinthine library-universe of the Jorge Luis Borges short story La biblioteca de Babel, the library universe which contains the knowledge that a lot of videogames could be a lot more fun if they made the simple act of trying to reach point B from point A more engaging.

One of the best Character Action games of all time. Tight movement, excellent combat, paced all at a breakneck speed.

Sure, the story is hokey and I adore it, and I love in the cutscene where Cheshire's dad dies he yells "father!" and it sounds like they used the third take, but that isn't important - what's important is that this is one of the best playing and feeling games of the genre, and helped redefine just what it could be.

a game about helping people even though they won't remember it

This review contains spoilers

Disco Elysium is a game about radical acts of humanity.

That’s the game in a single mission statement, but if you want the game in an overlong essay, read on: it is almost certainly the most human videogame I’ve ever played. (I would like to say the most human videogame ever made but so many games are made- most less famous than Disco- that may be just a little more human than it.) Of course it is about more than that, but I feel that expresses the core better than anything else. Because whilst Disco Elysium is about radical acts of humanity, it’s also mostly about the everyday mundane human ways we relate to each other.

This essay is about four men, whose ideas and works help me connect with Disco Elysium, help me draw a story out of its texts. I take 5,000 words to do this because I’m verbose. You can skip to the end if you want, where I elaborate on what I mean by “Radical acts of humanity”.

Whenever I play Disco Elysium (three times, which is uncommon), I always think of (at least) the four same men and their ideas. Four real life historical men, unequally influential, equally important, all men because, unfortunately, generations of patriarchal culture do be like that. Let’s look through Disco through the lens of these four fellas.

The first man I think about when I play Disco Elysium is Karl Marx, obviously, who just as obviously founded ‘Marxism’. Marx is already influential on Disco- the developers gave him a shout out during a victory speech at the Game Awards, because Daddy ZA/UM didn’t raise no quitters- but to me, the themes that leap out aren’t the in-universe parallels, but rather how Marxist thoughts inform the world and the game itself.

Marx is famous for writing of the ‘spectre of communism’, but much of his writing was about the vampire of capitalism and its effects on people in it, with communism depicted as a reaction, a natural reassertion of humanity in the face of capitalism’s inhumanity. When Marx talks of ‘alienation’, he means Capital’s power forces people to live by Capital’s rules, and Capital’s rules dictate that one must have money to live; and so people are divided into classes, where one class owns everything, and the other is coerced to sell their labour to the first. Capital’s desires must be met before yours can even be considered. Your time is spent on work your mind considers nonessential, foreign to its wants. Your existence as a self-determining individual with the power to decide your own destiny is trapped within the confines of Capital. The system takes your labour and sells it for a dollar; you get ten cents, and if you complain there’s a man down the street who’ll work for nine cents instead. You are alienated from the produce of your labour because it belongs to another; you are alienated from your fellow human for now they’re competition; you are alienated from your very will because you must satisfy Capital’s by default.

When I think of Karl Marx’s theory of alienation, I think of Lieutenant Double-Yufreiter Harrier ‘Harry’ ‘Raphael Ambrosius Costeau’ ‘Tequila Sunset’ du Bois, the human howitzer shell of poor life decisions who acts as our intrepid protagonist, is an alienated human being, his psyche scarred with the relentless toilsome existence of living in a world full of people just as alienated as he is. Marx talks of the alienated worker existing in a state of annihilation, of non-existence of the self. As Disco begins, our protagonist wakes from a state of oblivion- and it feels good. He doesn’t know his name or his face or his role, and yet Oblivion whispers to him in the cadence of seduction, of a lover inviting one back to a warm bed. Come back to nothingness, honey.

Almost immediately we learn that this was not an accident. When Detective Du Bois of the Revachol Citizens Militia, the Molotov cocktail who walks like a man, arrives on the scene of a murder, he does not do what he is supposed to do, which is retrieve the murder victim from a tree and question witnesses. Instead he flails his gun around, makes passes at waitresses, makes passes at a witness, trashes his hotel room, punches a stuffed bird (albeit one that, we are assured, had it coming), sings karaoke so atrociously that the hostel he haunts institutes a NO KARAOKE rule on the spot and drinks to such driven excess that when he comes to his brain has been purged. His job, address, name and face: annihilated. A question bubbles to the surface: what was reality like for this man that he would go to such drastic lengths to forget it?

There are many answers to that question, but one of them is that Du Bois is a cop, and doesn’t want to be a cop anymore, again for many reasons (Revachol’s police force is more an awkward compromise between a citizen’s neighbourhood watch and a police force than a top-down authoritarian force, so he doesn’t even have the near-unchecked privilege and power of your average real-world cop!). As we explore Du Bois’s past we learn that during his rampage, despite being smashed he manages an impressively systematic erasure of his cop-ness, flushing his papers down a toilet, throwing a clipboard in the trash, selling his gun and driving his police car with badge and uniform inside into a river.

Curiously, we also learn that Du Bois was good at his job, effective, disciplined, restrained and more efficient than his peers. He was driven and skilled and yet at the end he hated being a cop so much he performed an act of ego-annihilation so complete that he literally doesn’t remember his own name. We can speculate as to why- no doubt his having untreated personal issues and an intensely stressful job compounded somewhat, as does the poor pay and lack of time to address his own issues. It is sobering and ironic, then, that despite this immolation of the self, the very first detail we learn about Du Bois is that he is a cop. Indeed, we might not learn his name until much later (and often then only by finding his police badge). Everyone in the hostel Du Bois has disgraced with his presence know him as a cop, but not one of them can tell him what his name is. Du Bois is defined by his labour, and he has so little control over that status that not even hard fragging his brain can shake it off.

As we learn more of the city of Revachol’s dilapidated quarter of Martinaise, in the infamous Jamrock district, we learn more about Du Bois as well, and about the traumas they both share. That they share them is not coincidence. Martinaise is pockmarked by the craters and bullet holes of an old war fought and won against the old communist regime; these literal scars exist alongside a deeper marring of the soul of the city. The buildings are shabby old relics, if they’re whole at all; many are in half-ruin, rib-cages exposed to the winter wind’s keening. There is only one thing in the whole of Martinaise that has value to Capital, the docklands through which a stream of trade flows. The docklands are also consciously the cleanest, most functional locale in Martinaise. At the same time, the docklands are separated from the rest of the town by a wall and gate that turn it into a fortress. Despite their cleanliness, the docklands are sterile, unwelcoming, unnatural. They are alienated from the living decay that vibrates through the bones of Martinaise. This relative largesse does not extend to the depressed urbanity that rings it; that area is Not Valuable to Capital and so is allowed to rot.

The people, too, are depressed- a thread of sorrow, despair and bitterness worms its way into almost every personal narrative in Disco’s cast, compounded by the never-ending burden of Capital’s demands, generation after generation. The little girl who stands outside the bookshop, nervous and freezing, too busy hawking goods instead of receiving an education, is only there because her mother needs her to work now so the business doesn’t go out of business, and she’s a nervous wreck because her husband is always away on work, leaving her to raise a child alone. The countless oblivion seekers who talk of the legendary Tequila Sunset. So many people who spend their money on alcohol instead of fixing their own lives but at the same time it is Capital that gives them less than they are worth and makes oblivion seem appealing. Du Bois has to pay rent and damages to the hostel despite being broke and troubled because they need to pay for repairs because they use renting that room to live, but Du Bois is only there because a man was murdered there, and that only occurred because that man was there because Capital needed that man to literally kill a labour union.

Joyce Messier, the very avatar of Capital- a corporate libertarian (dios mio!)- is on the winning side. She is secure and powerful and wealthy. She is slowly having her ego literally obliterated by her work because Capital alienates everyone, even the wealthy, although not in quite the same ways. Joyce reflects on her life and experiences doubt and sorrow, on whether the end of history, brought about by the victory of her ideology, was ever worth it.

The second man I think about when I play Disco Elysium is Francis ‘History-Killa’ Fukuyama, a tragically intelligent American academic noted for his 1992 dancing-on-the-grave-of-the-Soviet-Union essay “The End of History and the Last Man”. He is the only one of the four men who isn’t dead yet.

The End of History is a concept posited by the likes of Hegel and Marx describing the culmination of human social evolution into an ultimate, final government system that, once achieved, would never again face serious challenge. Fukuyama’s essay says it’s liberal democracy. The Cold War is over, Communism is deader than disco, and (parliamentary) democracy (with a free market) was here to stay, babyyyyy!

Fukuyama copped a lot of ‘feedback’ for his essay, some of which was dopes misinterpreting what the end of history meant (it means that liberal democracy is the final, endpoint system for organising human societies, not that things will stop happening), others argued that liberal democracy had failed as a system and thus could not possibly be the endpoint, whilst some felt he had undervalued the existential threats of rival systems, like Islamic fundamentalism (lol). Fukuyama, a rising star of the neoconservative scene in the heady days of the 90s, defended his thesis rigorously, observing (correctly) that Islamic fundamentalism didn’t pose an existential threat to the Liberal west at all whilst observing that even the autocrats of China and Russia had to pay lip service to democracy.

When I last checked in on ol’ History-Killa, it was 2016, he was voting democrat and felt a lot more anxious about the nature of liberal democracy, because 2016 hit different but it hit everyone exactly the same.

When I think of Francis Fukuyama’s theory of the End of History, I think of Joyce Messier and Evrart Claire, the opposing poles in the ideological cold war raising the heat in Martinaise. Evrart serves as the boss of the Dockworkers’ Union, whose strike has shut down the precious Martinaise docks. Joyce is a negotiator for Wild Pines, the company that owns the docks themselves; however Evrart refuses to meet her. The unresolved situation and the tension it builds underpins everything in the story, but also springs in the backdrop of the city of Revachol’s historical context, in which Capital’s power is unchecked. Revachol is a political void, its revolutionary communist government being smashed decades ago. The smashers- an international alliance of humanist democracies- didn’t fill the void. Instead, it was left as a deregulated state, run by corporate interests and policed by international militaries. These nations are firmly unchallenged on the world stage, and the idea that anything could topple it seems inconceivable- the end of history.

Evrart puts on a leftist front in his methods and goals, but the prospects of him ever succeeding seem bleak. His goals are audacious. The dockworkers want a seat on the board; later they decide to take full ownership of the dockland itself. Joyce, meanwhile, is polished, elegant, charming, likeable and all too aware of how murderously ruthless her lot- libertarian capitalists- can be. Yet where Evrart moves brashly and loudly, Joyce and Wild Pines are subtle. They hide their hand. They attack from different angles, all at once, undetectable and secretive: Joyce is there to negotiate, but at the same time the company sends scabs to protest at the dockland gates, whilst also having hired a squad of secret psychopathic mercenaries as elite agents, each equipped with heavy weapons and armour worth years of cop salaries, to put the union back in its place. Even Joyce’s status is hidden- far from being a mere employee, she is in fact one of the owners of Wild Pines. The big guns are here. Capital’s power is overwhelming, financially, legally, militarily- but obfuscated. Cover stories. Disguises and lies, red tape and shell corporations, a thousand different subtleties. Capital does not like the spotlight and will do anything it can to obscure just how powerful it truly is. And it is this, I believe, that the tragic genius of Francis Fukuyama comes to light. When Fukuyama predicted that the end of the evolution of human social systems was here because one had become unassailably powerful, he was half right, but had misread who the winner was at the end of the cold war. Democracy had not triumphed; Capital had, and democracy was simply the host of the parasite. Buying into Capital is tempting: Capital is incredibly adept at extracting resources and wealth and turning that into power. But Capital does not need democracy- it will adapt to fascism and autocracy just as easily.

Revachol is not a democracy, and the only power in town is Capital.

And then Wild Pines loses. Evrart was anticipating everything from the start. He knows that at the end of the day, he can lose a thousand dockworkers and still live it, whilst the moment Wild Pines shows weakness the market will tear it apart. Wild Pines’ plans dissolve practically on contact, with the mercenaries going murderously rogue and the union holding firm. When Du Bois tells Joyce of Evrart’s plans, she realises the cost-benefit doesn’t favour Wild Pines and when faced with that, plus realising that people will die, she evacuates, and gives the Union everything they want. An unconditional surrender. Capital loses.

But this is a setback, not a total defeat. Capital still controls the city, Revachol is still a libertarian free zone, and international Capital’s airships control the skies with enough artillery to flatten every building in the city. The realisation that Capital is practically impossible to topple as a system is an open belief to all in Revachol, especially the bitter deserter- a veteran of the Communist revolution- who says that the basis for revolution has been lost, and will never come again.

But when I think of Fukuyama I also think of the Pale. After all, Disco is not just a story of dry politics- it is a game of symbolism, of abstract ideas and imagery explaining the feeling of an event more than the recitation of it will (The secret fifth man of this essay is Roger Waters, co-founder of prog rock band Pink Floyd, whose rock opera The Wall is a great companion for Disco; alas, I don’t know enough about the topic to really engage with it as it deserves. The Deserter has definitely watched The Wall though). For the end of ‘history’ is not just a wishy-washy higher concept in the world of Disco; it is a very real and horrifying inevitability.

Disco’s world exists alongside a phenomenon called the Pale, a property-less separative tissue that divides the world into islands of reality. The Pale cannot be described positively, only by what it isn’t. It is anti-reality, a space where even mathematics ceases. Travel through the Pale is possible albeit awful to experience, and it leaves radiation on you- long enough exposure affects you permanently. You unmoor from reality, experiencing events out of time, out of your time, other people’s memories, even maybe memories from the future. The Pale is timeless entropy, where all of human experience is expressed in a single formless mass without start or end. The Pale covers two thirds of the planet’s surface. The Pale is growing. The Pale is the product of humanity: pollution of the past, human history leaking into reality itself. It is a refutation of the idea that any human product can be eternal except nothingness, but also an embracing of a future where the universe itself is made up entirely of human history.

When Du Bois speaks to the phasmid at the game’s emotional climax, it’s not clear whether it is true communication or whether Du Bois is hallucinating mega hard. It doesn’t matter. Either way, the phasmid expresses terror at humanity’s incomprehensible consciousness, that it created the Pale that will annihilate everything around humanity as a side effect, whilst admiring humanity for being able to tolerate being inside its own head at all. The End of History may come, but whilst we may be done with history, history is not done with us; it pursues us, defines us, puts us into boxes and causes us to harm others without even being aware of it.

For Harry Du Bois and the people of Elysium, history is a prison, and the end of history an extinction.

The third man I think about when I play Disco Elysium is Carl Rogers, an American psychologist who founded the humanistic therapeutic approach. Rogers is a man who’s had a huge influence on me- because I am a therapist, and his shadow looms large in the field. Most therapists incorporate at least a little of his approach into their work. The core elements of Rogers’ approach do not emphasise specific techniques or interventions, but rather a philosophy. For Rogers, humans change when exposed to humanising interaction. Rogers teaches the power of listening, empathy and caring. You are there with the client, genuinely in the moment, not acting or hiding behind empty therapist personas. You try to understand the client and see the world through their eyes without being lost in their world. And finally, you practice unconditional positive regard: you accept the client as they are, without judgment, disapproval or even approval. The relationship begins then and there, and is not informed by the past: the Rogerian therapist treats the criminal client no different to the crisis survivor, and trusts in these simple human connections to transform a person.

When I think of Carl Rogers’ humanistic approach I think of Kim Kitsuragi, the long suffering detective sent by another precinct to assist you on the case. Kim is a consummate detective. He is thoughtful, attentive, highly disciplined and absolutely incorruptible. He arrives on the scene to solve a crime and leaves having saved Harry’s soul.

I love Kim more than any other fictional character ever made. I have an official ZA/UM copy of his aerostatic bomber jacket hanging in my wardrobe. It is warm, comforting and surprisingly practical. Kim made me want to be a therapist- and I was already a therapist.

Kim does not arrive intending to save Harry’s soul. He is there to perform a job; Harry, as his partner, is there to perform the same job, and Kim expects Harry to do that job; he won’t do it for him! But he sees Harry as more than a job- he sees a person. A person in indescribable pain. This is already generous: Harry’s antics have set the investigation back, impacted measurably on Kim’s ability to close this case. Yet Kim does not linger on it. He does not belabour Harry with criticism on how Harry’s personal issues have hampered the case. Kim simply moves on to asking ‘what do we do now to fix it?’

Kim approaches Harry with an opinion free of judgment. When they meet, Harry is hung over, dishevelled, hated by the locals, feuding with the hostel’s manager, missing a name, a gun, a badge and hasn’t even fetched the body out of the tree. Yet if this affects Kim’s opinion of you, he hides his judgment magnificently. Kim’s offers Harry unconditional positive regard, free of pre-judgment. He allows Harry’s actions in the moment, and they alone, to define their relationship and in doing so he offers Harry an incomparable and rare gift that no one else in the game can give him: a relationship free of the past that haunts Harry. Harry obliterated himself with alcohol and meth to try and be released from that past and the monster it turned him into. Kim gives that to him without asking and for free.

Harry is a man, not a monster. Kim helps him realise that radical truth through entirely mundane and simple human kindness.

Kim is not blind to Harry’s faults. But instead of condemning him, he finds an equilibrium with Harry, he moderates him, and knows to trust him. He knows when to step in and rein Harry back, to point out when he’s crossing the line. Kim treats Harry like a partner, but also as a hurting human being, and he tends to both in the exact way Harry needs. It’s a wonderfully mature relationship and brimming with the exact kind of simple human patience and empathy Carl Rogers hoped to see from therapists.

In the emotional climax of the game, the phasmid- a cryptid that Harry has been fruitlessly chasing the entire game, much to Kim’s disinterest (he is not one for the paranormal)- appears. At that moment, I felt my stomach drop out of my body. One of the dialogue options is for Harry to proclaim that this is it, he has lost his mind completely and utterly. That is how I felt. I selected it and felt miserable.

Then Kim says, “I see it too.”

In that moment my fear and sadness was transformed into joy and relief that Kim, sober, professional and rock-steady Kim could see this postmodern fairy tale creature, the same as I could. My world view was not out of hand. I- that is to say, Harry- wasn’t alone.

I wept.

At the end of the game, Harry meets with his former co-workers who he told to fuck off for ‘cramping his style’ before the game even begins. These are his colleagues, but also his friends, pushed to breaking point by Harry’s terrible personality as he loses his struggle with his demons. They are weary and exhausted and wonder why they should take Harry back. If you wish, you can play Harry becoming a better person. No alcohol, no drugs, no bribes, superlative cop work, kind and helpful to those around you. Embracing the second chance your self-obliteration gave you. Your colleagues then point out, horrifyingly, that this isn’t even the first time all of this has happened, and that you ‘went good’ in the past as well, only to break again. Why would this time be different?

I think it will be. I hope it will be. Because now Harry has Kim.

The fourth man I think about when I play Disco Elysium is Terry Pratchett, British author responsible for the Discworld series, a fantasy series about a disc-shaped world balanced on the backs of four colossal elephants standing on the shell of an astronomical turtle. It is, as one might guess, a series full of the whimsical and the absurd. The geography is eccentric, the people more so. The narration is irreverent and self-unimportant and peppered with off-hand references and gags. His style has been endlessly mimicked but never replaced. They are the single most shoplifted book series in Britain.

There are very few settings as human as Terry Pratchett’s. This is a writer who can create a world where the natural laws are more like natural guidelines, where the home of the gods is a joke to retirement communities, where the first protagonists were a terrible, cowardly wizard and his too-fearless, too-naïve, too-curious tourist companion. Yet the setting’s absurd unreality doesn’t make its occupants less human. Pratchett’s incomparable gift was that he created a setting full of parody and satire and nonsense and used it to draw out the human in his characters, even if they weren’t human. A golem who embraces reasonable, rational atheism in a setting with jealous, living gods. A dwarf woman whose interests and expression of gender run counter to her society’s expectations. A vampire who overcomes their addiction to blood by sublimating it into a fascination with photography. Many of these ideas, when introduced, unfurl from parodical ideas to genuine explorations of the human condition, as silly, petty and as beautiful as it is. Humans are human, even in a flat world on the back of a turtle.

Pratchett had a gift for making his characters seem like gags at first, exaggerated and archetypal, yet revealing their complex, often contradictory, very much human natures to you over time. I think that sense of exploration, of hidden depths, is what helps make them seem so lifelike and resonant. In reality, people are rarely everything they seem to be at first. That isn’t to say that their exterior is false- a person who is boring on the outside often just has a boring outside. But people always keep something back, something hidden, and simply becoming aware of that makes us think of them as people.

When I think of Terry Pratchett’s complex characters and absurd world I think of Elsyium, the area of Martinaise and the people who live there. Elysium as a setting is more grounded and ‘philosophical’ than Pratchett’s, but it has its quirks of the absurd that reflect human nonsense. The statue of the deposed king in Martinaise, for instance, installed after a revolution in a district that hasn’t been rebuilt from the war that deposed him, by careless corporate overlords who were soon kicked out but managed to prioritise a statue being built that is immediately vandalised. Or the grim comedy of a chain of quests dealing with the ‘Doomed Commercial District’, a district where all businesses seem supernaturally cursed to fail, with an exception determined because her tower is technically outside of the boundaries of the district.

So many of the people in Martinaise seem like archetypes and stock characters at first. Union boss Evrart Claire is a classic corrupt union boss, more mob godfather than working class man. Joyce Messier is polished and clever and unflappable, an elegant woman who grew up rich and remains so. Plaisance, the careless bookshop owner who runs her daughter ragged in the cold to Teach Her a Work Ethic. Even Kim is a stoic, utter professional, dedicated solely to his work.

Then you learn a lot, or a little, and the façade falls and you realise the truth. Evrart may be running a criminal operation, but when he expresses his hatred for Capital and his leftist beliefs he is being bluntly sincere. Joyce fully acknowledges the inevitable power of the international forces ruling Revachol and her complicity in them and their crimes, but dig a little, and she spills how she truly feels: that Capital has failed people, that it was all for nothing, and that Revachol was disgraced by surrendering- that it should have burned every building to the ground before ever letting the coalition take it whole. Plaisance isn’t careless, she’s anxious, run ragged at the responsibilities of caring for a child and running a business whilst neglected by her husband and repeating the traumatic lessons of her mother. And when Harry says something and Kim has to turn away because he’s too busy hiding his laughter, it’s beautiful. When Kim is easily swayed into breaking for an hour to play a board game, he admires the pieces, sets the board, read the rules then (usually) runs rings around you before declaring triumphantly, “Nobody fucks with Kim Kitsuragi.”

Nearly everyone in Martinaise is like this. So many of them have contradictory hidden depths that serves to make them painfully human. The story of Rene, the hateful old royalist, and his affable friend Gaston, is wonderful. Childhood rivals for the same woman (who died before she could make a choice), Rene wears his old royal uniform and expresses his hate for foreigners and communists. He expresses contempt for the apolitical Gaston (fence-sitters are cowards), who cheerfully returns it. When Rene dies of heart failure halfway through the game, Gaston is heartbroken. Buried beneath layers of trauma and hurt and memory is genuine affection between the two. The Deserter on the island- a lifelong militant survivor of the communist rebellion- despises Rene as a memory of the royalists, hating him, savouring the idea of one day shooting him dead. He never does, and he too feels grief at the death of Rene. He hated the royalist, but he was a foe he could kill, a remnant of a dead ideology. He cannot kill Capital.

There are few characters as beloved in Discworld as Death. The literal anthropomorphic personification of mortality, Death is the psychopomp humans see when they die. He guides them to their afterlife. He is very fond of cats, and muses on the nature of humanity with fondness. He is not human, but he has a boundless empathy for life. He isn’t to be feared. This kind of anthropomorphism is common in Discworld, where the world is alive, the gods are alive, and cameras are boxes containing little demons that paint really quickly.

When I think of this, I think again of Harry Du Bois. Harry is a living contradiction, to the point where his skills argue and fight with each other. Harry is also incredibly sentimental, not only for the past, but for everything. Sentimentality is that thing that allows a human being to imbue lifeless things with life and meaning and feelings they don’t have. Sentimental people hesitate and feel bad about throwing out a computer, or worry about the hurt feelings of a doll. One of the first things Harry can do is gently stroke the hair of the murder victim; the victim thanks you for this. At the same time, he can gently pat a mailbox, and call it a ‘good box’. This makes the box happy. It heals his morale; it makes him feel better. Sentimentality, kindness to the lifeless, is rewarding and good and the product of Harry’s vast soul.

Harry sentimentalises and anthropomorphises everything. He has divided the voices in his head up to represent his compartmentalised skill sets. They then quarrel and fight and work together and encourage him. Some are communist. Some are fascist. One of them wants to get high and bone down.

Throughout the game, Harry can claim to ‘commune’ with things telepathically. His horrible, garish necktie. The city of Revachol itself. A giant insect. This is probably the ravings of a man experience alcohol withdrawal and psychological trauma, yet at the same time offer information he could not possibly know. At the very least, their viewpoints are beautiful. Revachol loves him; he is a son of its soil. The necktie calls him a good man. And the insect expresses its fear of humanity and its Pale even as it admires Harry for having the ability to comprehend existence without going immediately insane.

When Harry finds the Phasmid, a cryptid that a married couple have spent their lives looking for so fruitlessly that Lena, the gentle and adorable wife is doubting her story of seeing it- the story that attracted her husband to her in the first place- he talks to it. It talks back. He asks- are you the miracle? It says that he is the miracle. It encourages him.

“The arthropods are in silent and meaningless awe of you. Know that we are watching — when you're tired, when the visions spin out of control. The insects will be looking on. Rooting for you."

Harry can respond to this in several different ways. My favourite is this one:

“Of all the creatures I’ve met you are the kindest.”

That Harry has love and softness to spare for an insect in a world so cold and hostile is a testament.

I once met Terry Pratchett at a Discworld convention. I spoke to him and shook his hand- he was unwell at the time, and his grip was very gentle. I hadn’t read many of his works by then, but I’d liked what I read. I was there with a friend who saw Terry as his hero. I told Terry, “Thank you for writing these works. They inspire me to write as well.”

He said something very much like, “Good. If there’s a story in you, and you have that want to tell it, take that want with you. That’s what I hope those books do for people who read them.”

I cannot be sure, but I think he would have liked Disco Elysium very much.

The only one of these four men who I can be absolutely certain influenced ZA/UM’s writing of the award-winning Disco Elysium is Marx. The other three are more translators between the game and myself, ways of discussing my own experiences, ways of understanding how the game makes me feel.

I began this essay by discussing how Disco Elysium is a game about radical acts of humanity. I then clarified that by stating it’s about the basic, everyday ways humanity relates to each other. Then I talked about four men with ideas, and also mention the power of Capital a lot, which doesn’t seem human at all. I do talk a lot about human kindness and nature and relating to each other and our own alienation from it.

Disco Elysium is a game about radical acts of humanity. Or rather, the game is about normal acts of humanity, in a world that has made such things a radical act. To care about others, to sentimentalise the lifeless, to give irrational meaning in a rational and inhuman world run by a rational and inhuman machine is as radical an act as any. And yet the ordinary can triumph over, or at the very least push back against the extraordinary force arrayed against it.

Disco Elysium is a game about humanity, and acknowledging its flaws and misgivings and giving you space to hate it if you like, but if you dig a little you’ll find beauty there. Radical beauty in ordinary things.

If you have ever suffered, ever wanted to stop being you anymore or felt helpless, controlled by a machine or a substance or the vast uncaring world, then Disco is made in honour of you.

“It is made in honour of human will. That you kept from falling apart, in the face of sheer terror. Day after day. Second by second.”