Disco Elysium is a detective RPG where your skills talk to you, sometimes chiming in with some insight into a case, sometimes just telling you to drink yourself stupid. It's odd. It's also launching very soon. You'll be able to have a chat with yourself on October 15, but in the meantime you can watch the features trailer above.
It's an unconventional RPG where your amnesiac detective's personality is directly influenced by the skills you invest in, not just your dialogue choices. If you take the electrochemistry skill, for instance, you'll have lots of scientific knowledge at your disposal, but you'll also be driven to smoke, drink and have sex.
Last year, I spoke to developers about the future of CRPGs, including Disco Elyium's lead designer, Robert Kurvitz. He reckons the genre is too conservative and set in its ways, and that a lot of the really interesting stuff is happening in tabletop RPGs. It's no surprise, then, that what Disco Elysium most resembles are social tabletop romps like Call of Cthulhu.
It's looking very promising, and I'm a sucker for RPGs that lean into their tabletop roots. Divinity: Original Sin 2 is one of the best recent examples, and it ended up becoming our favourite game in the latest PC Gamer Top 100.
Disco Elysium comes out on 15th October on Steam and GOG.com.
I've had my eye on the ambitious role-playing game ever since I played it at EGX 2018. In my write-up I called Disco Elysium "a sort of cyberpunk board game meets point-and-click meets text-based adventure" and stand by that, even though I now cringe at my clunky sentence.
You play a detective and fiddle with a rather unique skill system as you interrogate, solve murders and get up to no good - all in one city block. The music, by British Sea Power, is great, too.
Disco Elysium's Steam store page still lists its release date as "to be announced" but developer ZA/UM just reposted an article that cites the more optimistic time frame "the end of the year."
The feature was originally published on May 1st in French on Canard PC. Today, ZA/UM posted an English translation to their Steam news feed. Although the majority of the article cites details about the grim detective RPG that we already know (amusing dialogue and skills that manifest as voices in your characters head), there is a very quick mention of Disco Elysium's release.
As one commenter aptly quips with a "tl,dr," this best bit of information is buried in the last lines: "if Disco Elysium does well after its release at the end of the year..."
Although one comment in one interview is not much to go on, and indie games often launch later than their initially announced release dates, the fact that ZA/UM chose to post the translated article without any caveat or correction suggests that the end of 2019 is a likely release window. This is definitely a clue that we were meant to find. Or else I'm just as bad a detective as Disco Elysium's hungover and washed up protagonist.
ZA/UM is where the heart is. Very little information has filtered through about ZA/UM Studio since Disco Elysium was announced. I therefore took advantage of my meeting with a few of its team to reassure myself that they weren’t all just actors roped in by some wealthy corporation to set up a giant hoax, because, well, you do hear about that sort of thing on the internet... But no: Disco Elysium is definitely being developed by an Estonian artists’ collective who fantasised about starting a cultural movement back in the late 2000's. Doubtful as to whether it would take off in Estonia (a country with a small population of around a million and also a very conservative environment, where they felt very little sense of belonging), this group of poets, writers, sculptors and painters decided to turn their attention to English-speaking culture in 2014. Wanting to adapt the pen-and-paper role-playing game they had spent a decade working on into a video game, the collective recruited programmers and transformed themselves into a proper studio, complete with business hours, team meetings and a UK office. The transition was far from painless, but the developers’ soul remains intact: staff in the Brighton office are lucky enough to have a gold bust of Lenin casting a watchful eye over them as they work.
New year, old friends. The boys and girls of the RPS podcast have not been reborn, they have no resolutions, no ambitious goal to learn German or eat more spinach. They just want to play more videogames. Unbelievable. So let s listen to them chat about the shooters and RPGs that have them most excited. That s what they do on these podcasts, you know, they just talk nonsense. And they get PAID for it. It s outrageous, if you ask me, a nameless publication byline.