I've only just managed to get this dead man down from the tree. First I had to get past the stench, no easy feat since the body's been there a week, and then sever the industrial rope he was hanging from. My partner suggested getting help. Pfff.
I waved him away and shot through the rope in a rare display of competence. On my other save, where I created a character with less impressive physical stats, I can't even get close to the body without vomiting and instead have to psych myself up by going away to think about it for half an hour.
Disco Elysium will let you play the kind of detective you want. Its selection of stats and skills can mimic a variety of "copotypes" like the master of deduction, or the Columbo who always has just one more question, or the one who "just get these flashes", or who talks to dead people, and so on. Replaying its opening days I've been a tough guy who takes no nonsense and an unhinged sensitive who at one point began taking off his clothes to get a better sense of the air. "It's a technique of mine," I tried to explain to horrified onlookers as I unzipped my fly.
No matter what flavor of gumshoe you create though, your character is always a boozehound with amnesia, the one genre staple that remains true in every playthrough. You're always a loser who woke up on the floor missing a shoe.
Disco Elysium encourages you to play to your skillset by giving each skill a voice. In the classic text box where NPCs answer questions a skill like Authority will pop up to suggest that somebody needs to be manhandled, while Inland Empire—which takes subconscious insights and transforms them into dialogues with objects—has given my necktie the ability to suggest inappropriate things. Electro-Chemistry wants me to smoke a discarded cigarette butt while Visual Calculus is telling me the shoe size of footprints in the mud.
It's a glorious overflow of information. I have to block out irrelevant stuff like I'm telling Watson to shush because I'm on the edge of a breakthrough, for god's sake man just shut up, I'm trying to think here and I can't listen to you and my necktie at once.
To get prosaic for a second, all this is folded into a classic top-down RPG. I walk from location to location clicking on objects, picking up clues or just coins, then interrogating every character who will let me climb their dialogue tree. It's Planescape: Torment if instead of being based on Dungeons & Dragons it was more like Life on Mars or China Mieville's novel The City and The City.
The thing about mysteries is that everything hinges on the solution, and if it falls apart at the finish that makes the time spent getting there feel wasted. The opening hours of Disco Elysium give me confidence, though. The writing's perfect for the genre, poetic in a "Raymond Chandler sneaking something profound past his editor" way, and there's a lot of detail to uncover. A side task to explore abandoned shops that might be cursed blew out into something far bigger than I expected.
What's more, playing through the opening a second time with a different loadout was just as interesting, changing the tone like I was watching a reboot with a different director. Now I want to go back a third time as a supergenius who can analyze tire tracks and tell you what car they came from while snapping at my long-suffering sidekick. The game's afoot, even if I've only got one shoe.
Disco Elysium will be out on October 15.
When visiting ZA/UM’s studio, I had to take my boots off. This is because their studio, where they are putting the final touches on open world RPG Disco Elysium, is also a flat in a townhouse in Hove, where several of them live. It has nice wooden floors, unbelievably high ceilings, and a big bay window cradling some workstations. There’s also a bookshelf full of many different tabletop RPG rules and expansions, and other tabletop games.
Artist Mikk Metsniit makes black coffee in the kitchen, and Robert Kurvitz, lead designer and writer, proudly shows me all the miniatures for Kingdom Death (pointing out, in particular, the Flower Knight), and a set of display stands for Arkham Horror: The Card Game that they’d ordered specially from Etsy. Kurvitz collects TRPG rule books and other “nerd shit” both as a stress reliever and as research. This checks out, because Disco Elysium has its roots in almost two decades of Kurvitz’s nerd shit.
While the fascinating surreal detective RPG, Disco Elysium should come to a tidy conclusion when it launches this month, developer ZA/UM say that should they get the possibility to make a sequel… well, they have some ideas. Chief among these is the option for a pregnant woman as a second protagonist, which sounds potentially wild in a wordy RPG where your inner thoughts and physical body claim a presence far greater than numbers on a character sheet. Our Alice Bee chatted with with ZA/UM about that and more when she recently visited them, and has oh so much to tell us about that soon. For now, have a snippet of sequel chat.
Do you like hearing indie devs spilling the beans about the secrets of game design? Would you also like to see the lovely faces of RPS coaxing said developers to spill those beans at the same time? Well then, you better get yourself over to the Rezzed Sessions stage on Friday October 18th at EGX 2019, as we’ll be hogging the stage from 2.30pm onwards as we grill some friendly developers that just happened to walk into our big indie dev net. From the making of NoCode’s space horror game Observation to how to make an RPG like Disco Elysium, here’s the line-up for the second day of EGX 2019, which runs October 17th-20th at London’s ExCeL.
Disco Elysium is a hardboiled detective RPG that's made some very positive impressions around here over the past couple of years. At the start of 2018 we included it (as No Truce With the Furies, its original title) in our list of the indie games we were most excited about, and for 2019 we put it in our list of RPGs we were most looking forward to. It's "unconventional," as Fraser described it when the release date was announced last week, and leans heavily into its tabletop roots.
It's very indie, in other words, and indie games, thanks to small development teams and tight budgets, are often relatively small, short affairs. But Disco Elysium, designer Robert Kurvitz wrote in an update posted at zaumstudio.com, is "colossal."
"Disco Elysium is, in every sense of the word, a huge game," Kurvitz said. "It takes 60+ hours of continuous playtime to finish Disco Elysium if you’re a reasonably completionist player, as I am. It takes 90 hours if you’re absolutely savoring every detail. And 30 hours if you’re rushing it. Back-of-the-box, I would put playtime at: 60+ hours."
The game takes place in a single district in the city of Revachol, but it's divided into five distinct areas: A dilapidated central cityscape, an industrial harbor, an abandoned, ruined coastline, multiple interconnected underground areas, and a fifth locale that's still a secret. In total, the game world is about the size of Planescape: Torment, but Kurvitz estimated that the level of detail and content density is five times greater than any RPG he's played previously.
"Disco Elysium is a detective game and thus you have to be able to put it under a magnifying glass," he wrote. "Any part of it. Every apartment, hallway, street corner, lamp, or even trashcan needs story, writing, details and interactivity that, to me, exceeds even the most detail-oriented adventure games."
On top of that, there are multiple weather states and distinct times of day, which "combine to make an unpredictable, moody city where time moves in a very realistic manner." Players will have about 100 tasks to complete over the course of the game, ranging from "minor to-do's" to full-day side adventures, and roughly 100 inventory items to work with, including clothes, tools, and weapons. There are 24 skills to choose from (and thousands of skill checks to get through), and even "thoughts" that you'll literally carry around inside your head.
"They’re a kind of special item that evolves over time, giving you all manner of perk-like effects and role playing options," Kurvitz explained. "So—you’re playing physical and mental dress-up, draping your detective in ceramic armor, disco duds or tracksuit trousers—all the while filling your head with notions like: poetry, technology, para-natural nonsense, or trying to remember how old you are."
The word count is sky-high too: Kurvitz said Disco Elysium is "one million words long," and you're going to have to play through the game three times just to see most of it.
"It’s honestly inconceivable how we managed to do this. I guess time is the answer. Disco Elysium took 5 years to produce. We only managed to make it so fast because we had a head start with worldbuilding. A whopping 13 years worth of D&D style pen and paper games in the Elysium setting beforehand," he wrote.
"All of this shit is for you. We’re beyond excited to see how you’ll react to it. To a game that’s just… new. A new type of game—of which there’s suddenly a metric shit tons of. On your hard drive—to approach in your own way, order, and style."