The PC Gamer team return for a freewheelin’ discussion about (mostly) PC gaming. Pip is annoyed by a fish, Phil is confused by a jungle, and Sam is nauseated by a corpse. Also, a mysterious signal; a transmission from a far off land. But who is its sender, and why are they surrounded by cardboard?
Download: Episode 64: Undeadinburgh. You can also subscribe on iTunes or keep up with new releases using our RSS feed.
Discussed: Tiny Bubbles, Shadow of the Tomb Raider, Cities: Skylines, BattleTech, Disco Elysium.
Starring: Samuel Roberts, Phil Savage, Philippa Warr, Andy Kelly
The PC Gamer UK Podcast is a weekly podcast about PC gaming. Thoughts? Feedback? Requests? Tweet us @PCGamerPod, or email letters@pcgamer.com. This week’s music is from Tomb Raider 3.
Disco Elysium is part isometric RPG, part 'hardboiled cop show', so say the developers. The game has been getting a lot of attention lately, and we've played about three hours combined of a super early build, which represents about a quarter of the game and is very much meant to be a work-in-progress.
Tom Senior, online editor: Disco Elysium is ostensibly an RPG about solving a murder mystery, but you spend much of the game defining your character through internal dialogue with aspects of your personality. It’s one of the few games I’ve played where it makes sense for the protagonist to have amnesia, because without an established sense of the character you’re playing you’re free to be the freewheeling incompetent drunk detective you want to be.
In Disco Elysium your personality is a state of compromise between your brain and your character s urges, and this often has hilarious consequences.
The game cleverly uses the cRPG format to simulate your internal conflicts. Your stats—volition, authority, empathy, and so on—behave like party members that live inside your character’s head. They can barge into your conversations to try to offer help. Sometimes they can take over to push social situations in unpredictable directions. You can nurture them as you would any RPG stat, but instead of increasing damage output or defence, you’re angling your character’s entire personality in that direction.
I find the results completely engrossing, even when not much plot is really happening. The typical RPG approach offers you a collection of outfits to slip into: do you want to be paragon right now, or renegade? In Disco Elysium your personality is a state of compromise between your brain and your character’s urges, and this often has hilarious consequences. Thank god there are jokes in it. It would be unbearably dense otherwise.
Samuel Roberts, UK editor-in-chief: "Making a mockery of yourself is a recurring theme in Disco Elysium," is what Lauren Morton said in her preview of the game earlier this month. I agree. I'm not sure about you, Tom, but my time spent with it so far mostly involved trying and failing to achieve certain things in the line of duty: being too pathetic to lift some dumbbells, injuring myself by trying to barge open a heavy door and mostly being mocked while questioning potential witnesses.
Of the four 'characters' you can select at the start of this early build—there's logician, sensitive, predator and detective—I picked the last one. An all-rounder, but great at nothing. And that's how I felt. I've spent two hours wandering around the city of Revachol, looking into mysteries and little sidequests, and not achieving much. I sense this is a valid way of playing the game, though: not taking the time to rush everything, but to speak to every NPC, to investigate each detail, and to see who you can annoy in different ways.
Occasionally, though, I'll have a breakthrough moment where I'll convince a shopkeeper to let me investigate the 'cursed' part of her store that's supposedly been the scourge of many businesses before this one, by convincing her I've previously investigated 'paranatural situations' even though I'm lying. I feel like I'm an idiot detective who'll sometimes happen across a break in a case by accident, because I got a lucky dice roll. And I quite like playing as a character like that.
Tom, did you feel like you made much progress in investigating the actual mystery at the heart of this early part of the game?
Tom: Pretty much none, and I’ve played for over an hour. I think that’s because it’s very easy to get sucked into incredibly detailed situations. Just looking in a steamed up mirror triggers a lengthy identity crisis. I used my partner’s radio to call back to base, just to see what would happen, and ended up in a long, tragically funny exchange with my colleagues. Every little situation is examined in minute detail. This could so easily get boring and frustrating, and it might feel that way to some, but I’ve enjoyed it a lot so far because the writing is so good. I can see how it will stand up to replays really well.
Samuel: Oh thank heavens, I thought it was just me making no progress. I played it for a couple of hours and similarly found myself achieving very little. Like you say, it's a game of tangents where the funny writing draws you deeper and deeper into something that might go nowhere—I badgered someone reading a book outside a store who described herself as "no one, just a working class woman." Clearly, she wanted to be left alone, but I responded with "Shouldn't a working class woman be working?" in response to what the logic part of my character's brain was thinking. They're often granular conversations about nothing, and sometimes I'll just pick a dickish choice just to see the results. But they're really enjoyable, and you can keep poking at them, providing and receiving funny responses.
I like that Disco Elysium superficially reminds me of older RPGs but has a totally different execution.
What I did accomplish was checking out the details of a crime scene, just outside the building where you wake up. A dead body has been hanging from a tree for a week, and you have to investigate the circumstances behind it. First of all, my character vomited twice just while trying to get a closer look at and remove the body, even though I'd gone looking for something that could prevent that the second time. But then I pieced together that the nearby boot prints probably belong to some dock workers, and I started to get a sense of why they might have had a motive to murder this particular person.
I like that Disco Elysium superficially reminds me of older RPGs but has a totally different execution. I could see myself just wandering around the city, talking to as many people as possible, and stumbling across progress to the actual case.
Tom: Even the art is a cool mashup of ‘70s cop show and futuristic shanty town. It’s grotesque in the truest sense of the word, comically twisted and ugly. You wake up after a massive bender and everyone is cross with you because you were supposed to clean up the corpse in the yard that’s been there for a week now. You’re a bleary, boozy cigarette monster but no-one can quite bring themselves to tell you to sod off because you’re police.
I hope the murder mystery gives the game enough momentum to keep me hooked beyond this first area. I don’t have a sense of how long the game is going to be from the first hour, but I expect each person’s playthrough will vary depending on how far you want to poke and prod every single object.
It’s one of the most interesting RPGs I’ve played in ages, because it uses old fashioned systems to simulate social situations to a level of detail I’m not used to in games. I left the building I woke up in and asked an NPC for directions. In the middle of a polite conversation one of my traits rolled an impromptu perception check and informed me that the woman was black. It’s a brilliant demonstration of implicit bias, and it shows how the personality system can explore important themes. If the rest of the game can keep this level of inventiveness going for its duration, it's going to be quite special.
It s a podcast special! Astrid Johnson takes us through the halls of London game show EGX Rezzed, on a search for oddities and weirdness. And she finds plenty of both. There s Stereopolis, a game projected onto a disc of frosted glass, or Wobble Garden, which is played entirely by twanging a bunch of springy door stoppers (pictured above).
It s an overview of the show for those who couldn’t make it this year. We also learn about the plane tinkering of Above, two-player sausage-dog cooperation in Phogs, and Disco Elysium, an isometric RPG featuring an alcoholic detective having an unconscious argument with his lizard brain. And then there’s the tale of Fernando’s chicken… (more…)
It s a podcast special! Astrid Johnson takes us through the halls of London game show EGX Rezzed, on a search for oddities and weirdness. And she finds plenty of both. There s Stereopolis, a game projected onto a disc of frosted glass, or Wobble Garden, which is played entirely by twanging a bunch of springy door stoppers (pictured above).
It s an overview of the show for those who couldn’t make it this year. We also learn about the plane tinkering of Above, two-player sausage-dog cooperation in Phogs, and Disco Elysium, an isometric RPG featuring an alcoholic detective having an unconscious argument with his lizard brain. And then there’s the tale of Fernando’s chicken… (more…)
EGX Rezzed was wonderful, wasn't it? Tim Schafer of Monkey Island and Grim Fandango fame came to shoot the breeze with editor Oli Welsh on stage, the teams behind Two Point Hospital and Phoenix Point delved into their upcoming creations, and Digital Foundry explained how Sony might get on the road to its next console, the PlayStation 5.
There were plenty of things to play, too, and it was arguably the strongest year yet - with studios big and small showcasing fascinating new games, and some truly innovative things to play them with in the Leftfield Collection, RPS area and elsewhere.
As with previous years, this isn't a definitive list, but a personal selection from the team at Eurogamer as we roamed the show, and will hopefully serve as something to keep an eye out for in the coming months.
Disco Elysium is my secret side infatuation in 2018. First the game was operating under the name “No Truce With The Furies” which the devs didn’t think stood out enough (!!) and then each new look I get at the game reveals a more complicated and exciting RPG about crime solving and I just want to be playing it now. Not even for first play-though; I want to be on my third play-through where I’m deliberately trying to break the game. Bonus: there’s an original score by the rock n roll band British Sea Power. What isn’t to like here? Well, depending on how upset you are by complicated moral choices, this new set of skills listed for player development might be your cut-off point — because it gets dark.
I am a cop. At least, I suspect I am because the woman outside the hotel room I woke up in told me so. I don’t actually remember being a cop. Or how the hotel room window got shattered. Or why my face looks like I lost a fight with the pavement. Or my own name. I don’t remember anything about the case I’m supposed to be solving: a dead body strung up in a tree outside the hotel I’m staying in. Not a good day to be me, it seems, but if I'm someone who can solve murders, maybe I'm the type of person who can solve the mystery of his own identity. Maybe.
Disco Elysium begins with these amnesic questions. You open the isometric RPG in the retro-futuristic city of Revachol, an ugly urban locale whose dilapidated architecture and stone-eyed citizens are rendered with the beautiful long brush strokes and contrasting colors of an oil painting. Disco Elysium is being developed by Estonian studio ZA/UM, from its new location in London.
After clicking around to collect my clothes and limbs, I find my way downstairs where a morose-looking bartender is itching to hassle me. I gather from his scorn and sarcasm that I should have been dealing with the dead body in the tree out back instead of drinking myself stupid and losing my memory. There’s someone waiting for me at the door, another cop, who doesn’t seem too impressed with the fact that I’ve gotten nothing done. I pretend that I’m still somehow in control of the situation by just giving deadpan answers to his questions without elaborating. “Have you gotten the body out of the tree?” I look through my dialogue options: outright lying, deflecting, or just telling him no. “I haven’t,” I say, as if I might have a reason for it. He doesn’t seem to buy it.
We head through the back alley into an ugly lot where a body is hanging from a single tree in gross contrast with the colorful planks of wood nailed to its trunk for children to climb. The only child nearby is not interested in climbing trees. He’s throwing rocks at the body and shouting obscenities at me, and isn't in the mood to answer questions. When I try to assert my authority, he and his friend scream bloody murder that I’m about to assault them. I retreat with my partner/handler, whose name I can't remember any more than my own.
My only solace is that by choosing a character type focusing on intellect I seem to have a natural ability to read the crime scene. My partner can’t make anything out of the mess of footprints at the base of the tree but I take a shot at it. The right side of the screen records our conversation history, with my options to either make an uneducated guess or attempt a skill check against my intellect below. Thanks to my character class, I handily pass the skill check and identify eight separate sets of shoes and their sizes. One has a funny gait. One weighs significantly more than the others. That one was carrying the victim, most likely. After walking back and forth several times, the group stood around the tree together. A lynching, I decide.
Rather than lengthy exposition, Disco Elysium delivers the bulk of its information through dialogue. Sometimes it’s a conversation with an NPC, but just as often it’s a discussion with the protagonist’s own mind. This concept extends to Disco Elysium’s character attributes, which aren't the standard strength, dexterity, and intelligence. Your detective invests in improving his mental acuity. He may become a skilled orator who excels in persuasion or he can roll a little more Holmesy to dissect visual clues around him. The downside is that the detective’s warring inner narrative has ways of forcing itself out.
While interviewing the disgruntled bartender who is unfortunate enough to have caught my attention, one of my gut instincts speaks up in the dialogue window to insist this guy is trying to hide something. Push him, it demands. I do, and it turns out my hunch is ill-informed. I press the poor man harder and harder, unable to stop myself from declaring that he in fact strung up the fellow in the tree. The bartender grows more disgruntled until I’ve made a fool of myself in front of the partner/handler who’s here to nudge me along.
The skills you invest in give you impressive abilities but may also urge you to express yourself in inconvenient ways.
There’s an inverse relationship between your mental skills and your ability to trust them. Like my aggressive attempt to grill the bartender, the authoritarian side of your detective’s personality may believe that someone is disrespecting your authority and suggest you put them in their place. Is it necessary? Or are you just a man with a hammer who sees a bunch of nails?
Making a mockery of yourself is a recurring theme in Disco Elysium. ZA/UM’s writing team has found that the detective’s failure is often more amusing than his successes. The skills you invest in give you impressive abilities but may also urge you to express yourself in inconvenient ways. I knew that accusing the bartender was probably a dead-end conversation but as the detective accrues more skills, each pushing their own agenda inside his head, distinguishing a wild theory from an astute observation may become more difficult.
Disco Elysium’s other novel concept is the Thought Cabinet, a kind of inventory from which the player can equip thoughts and ideas they’ve collected to the detective’s active memory. Ruminating on these thoughts in various combinations can lead to new realizations about yourself or about the case. They can also irreversibly change your personality.
ZA/UM’s driving force, both in the game’s design and it’s development, is the idea of the alternate present. While the city of Revachol is a vision of the present where cars and phones never took on their final sleek and sexy physical forms, ZA/UM imagines an alternate present of our own where the classic Infinity Engine RPGs of the '90s spawned games obsessed not with action combat but narrative delivery. They imagine themselves having followed the path not taken, skipping over some twenty years of theoretical evolution, and arriving at what they believe RPGs would have looked like in 2018 under different influences. It’s an ambitious thesis, but one which makes Disco Elysium feel different from your standard RPG even in the short time I spent with it at PAX East.