To be a cool police officer, you need Composure, the ability to walk into any situation and not betray your inner fears (and also dance really well). But maybe you want to be a different kind of cop. A cold Logic-driven one, perhaps? One filled with Empathy? Or how about Authority?
That’s all for you to choose as you begin Disco Elysium as a pot-bellied blowout lying on the floor of a trashed hotel room in an unknown city. Waking from an unholy binge that has wiped your memory, you’ve no idea that you’re a detective, or that you’re meant to be investigating a putrefying body hanging from a tree nearby.
Skills are characters in themselves, speaking up during dialogue and offering insights on the world as I explore.
Yes, Disco Elysium hinges on an amnesia-powered plot, but don’t let that put you off, because it’s the freshest and most fascinating RPG I’ve experienced in years, perhaps ever; one which plays right into the best aspects of pen-and-paper roleplaying. The first whisper of its promise came even before my character opened his eyes as several of my skills started discussing the nature of oblivion and my impending consciousness. These skills, you see, are Disco Elysium’s equivalent of agility, strength and charisma ratings, and they are wild. There are 24 of the things, arranged into four key types: Intellect skills affect my capacity to reason, Psyche skills allows me to influence NPCs and also myself, Fysique skills are body skills, and Motorics are about how well I move.
Here’s the thing: skills are characters in themselves, speaking up during dialogue and offering insights on the world as I explore, if I’ve invested enough points in them and the behind the scenes dice rolls go my way. So Perception will tell me it’s noticed footprints beneath the hanging corpse while Visual Calculus will allow me to examine them closely.
Electrochemistry, which just wants to smoke, drink and have sex, constantly pipes up with new conversational options for chatting up NPCs and cadging drinks (it even opens a quest called Find Smokes). Interfacing, meanwhile, manages my ability to work with machines, opening opportunities to use radios and another paraphernalia.
Skills, therefore, guide you around the world, and they affect everything you do. But the revolutionary thing is that they also provide a stream of consciousness from deep within your character as his impulses try to push him one way or another. As you put more points into skills they’ll become more dominant, and most come with negative effects. Authority, for example, gets off on having power over others, which is handy when you’re getting intel out of suspects. But find yourself in a situation where you’re begging an old woman for money, it might get enraged that you’re looking so desperate and make you say something you’ll regret.
And if that wasn’t enough, many skills, such as Encyclopaedia and Empathy, explain details of the world, from the subtleties of an NPC’s reaction to the rich history behind the setting. Disco Elysium takes place in a fantasy ’70s, a world separate from ours but at the same kind of level of technological, social and political development, plus with a dose of magic and weirdness. Getting to explore its mix of the familiar and fantastical is a pleasure, especially when it’s drawn in such a striking art style, which blends a traditional isometric viewpoint with 3D lighting and shadow effects.
If ZA/UM can sustain the promise of Disco Elysium’s opening across the finished game, we could have a new RPG classic on our hands.
Disco Elysium (formerly known as No Truce With The Furies) is shaping up to be ridiculously good. It’s an upcoming RPG that slips you into the shoes of a detective in a hardboiled urban fantasy world, where combat happens through dialogue and your internal monologue can be both a hindrance and a help. Your skills have their own personalities and sometimes wrestle control away from you, while you can choose to internalise certain thoughts, thus changing who your character is and what they can do.
It’s absolutely fascinating, and I mean it when I say the hour or so I’ve played also contains the best writing I’ve ever seen in a video game (several other RPSers are thrilled by it too, as discussed on our recent podcast). To find out more about Disco Elsyium’s special sauce, I sat down with design and writing lead Robert Kurvitz at Rezzed to chat about its pen and paper origins, encouraging tenacious behaviour, rewarding players who want to fail and why most other RPGs do quests wrong. (more…)
The combat engine is so often the heart of an RPG, even in the tabletop sphere. Characters shuffle around a battle-grid, attacks are tabulated, armour classes are defined, hit points are shaved away until only one side is left standing. Not so for upcoming police-drama RPG Disco Elysium. In their latest development blog, Studio ZA/UM go into detail on combat in the game including why it’s so rare, and how deeply intertwined it is with the dialogue and thought-inventory systems.
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.