Disco elysium beginner tips2/1/2024 ![]() The story is phenomenal, and every turn drags you deeper into this surreal tale. Part of this is due to the writing: everyone on the writing team is “published author” quality. Every character in Disco Elysium feels like a fleshed-out person who could support a game, by themselves. There isn’t much to say, here, but all of it is good. But Za/Um pulled it off, and the result is a game with real nuance. It’s hard to do something like this without the game breaking down. In fact, there are whole dialogue chains focused on the fact that your skills have been compromised by someone good at manipulating you. For instance, if your “half-light” skill (think of it as aggression) is high, it can suggest starting a fight even when the other person isn’t being aggressive, or will handily beat you. ![]() Your “electrochemistry” (famialiarity with drugs) can tell you someone you’re talking to is high, for example. A key part of the game’s narrative are passive skill-checks, where your skills will “chime in” in the middle of dialogue to give you hints. Likewise, higher skills aren’t always better. Za/Um has gone to great lengths to ensure that your skills aren’t one-dimensional. Or, your intellect can help you find another way through a door you thought you’d have to break down because you notice something up with the frame. Physique stats can open up dialogue options because, as a fit person, you might notice that a person masquerading as a striker is built like a soldier or compliment them on their build. But Disco Elysium uses them in uncommon ways.įirst off, they can appear unexpectedly. Skills in the game are divided into four “attributes:” Intellect (raw calculating power, knowledge), Psyche (empathy, people skills), Physique (raw physical strength and endurance), and Motorics (mobility, athletics). Otherwise, players grok the machinery behind the ride and the illusion is broken.ĭisco Elysium does that in an interesting way: it thinks through all the ways its abilities can be interpreted and breaks its own rules. Any attempt at realism, nuance, and life relies on a developer being able to hide the input/output nature of game programming. When it comes down to it, games are programs. A Nuanced Skill SystemĬreating a game whose world feels real has always been difficult, especially when crafting the interactions between the player and NPCs. Let’s start with some reviews of the main game, before going on to the Final Cut. ![]() When you combine that with the game’s absolutely top-tier writing and story, you have a must-play title for anyone interested in good narratives. But in the hands of Za/Um, they’ve become something innovative and groundbreaking. The Final Cut is a rework of the original game, with extra quests, a refined world, and-most notably-full voice-acting for the overwhelming majority of the game’s script… clocking in at almost 1.2 million words.īy themselves, these ideas aren’t necessarily novel. ![]() Outside of that, you run around Revachol, talk to people, and try to unravel the mystery of the case, the world, and you. It’s a heavily branching narrative, with most of the gameplay taking place through dialogue options (including dialogue with inanimate objects, because your character is not doing okay) and “checks,” where you attempt something with a higher chance of success depending upon your stats and skills. Disco Elysium is an (arguably surrealist) 2019 role-playing game by Za/Um that puts you in the shoes of an amnesiac cop who wakes up in the middle of a murder case, with no memory of himself or the world he’s in.
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