Disco Elysium is an incredibly deep RPG and there's no right way to play. But there are a few things that might be useful to know when you first hit the mean streets of Martinaise, whether it's making some extra cash, figuring out how the in-game clock works, or escaping your partner's prying eyes.
Look out for a yellow plastic bag. With this equipped you can pick up bottles, either from the ground or by rooting around in garbage cans. You can then exchange these in the Frittte convenience store for money. You won't make a fortune this way, but it might help you afford a bed for the night.
Similar to games like Baldur's Gate and Planescape: Torment, holding the tab key highlights objects in the world that can be interacted with, containers, and NPCs. This is especially useful for finding hard-to-spot bottles. If it feels cheaty, just imagine it's your detective's finely honed senses.
Time in Disco Elysium is not real-time. Rather, it's advanced primarily by talking to people. So whenever you're in a conversation, the clock will be ticking, moving the day forward. You can also make time pass by sitting on benches or reading, which is handy for objectives that are limited to a certain time.
It's tempting to exhaust every conversation option when talking to people in Disco Elysium, but this can sometimes be a bad idea. Think carefully before you press a tricky topic, because in this game it's possible to let something slip that can bite you in the ass later, or get someone else in hot water.
If you double click somewhere in the world your character will sprint there instead of his usual stroll. Well, it's more of a wheezy jog than a sprint, but it's reasonably fast. And if you want to stop moving suddenly, perhaps to click on point of interest that has just been revealed, slam the spacebar.
Occasionally you'll encounter a container, or something in the environment like a sewer grate, with a grey outline. This usually means it can't be accessed with your bare hands, which is where the tools found in Lt. Kitsuragi's car come in handy. Equip the correct tool, try again, and the loot is yours.
Disco Elysium has an incredible selection of clothing to deck your detective out with, but they're more than just for making you look cool. Every piece of clothing comes with positive and negative stat modifiers, so if you're having trouble with a skill check, throwing on a hat might give you the edge.
A game this heavy with skill checks means you'll be tempted to save scum. And while this is a perfectly valid way to play the game, because it's your life and you can do what you want, it's worth noting that failing a skill check in Disco Elysium can often lead to something interesting or unexpected.
I love Lt. Kitsuragi, but sometimes you need to be alone to complete certain tasks. To lose him, wait till nightfall then head towards whichever bed you happen to be crashing on that night. He'll wish you goodnight and turn in himself, leaving you free to wander back back into town solo.
Occasionally an interaction will seriously damage your health or morale. You'll know this is happening by the health critical or morale critical message that flashes on the screen. In these situations a meter will start to drain and unless you quickly use a restorative item (pray you have one) it's game over.
If you love lore and world-building, stick some points into the Encyclopedia skill. This will give you little nuggets of information about pretty much everything that crops up in a conversation, from the complex history and politics of Disco Elysium's world to the nerdy specifics of weapons and vehicles.
Your broken brain is one of the chattiest characters in Disco Elysium, frequently piping up to remark on things, sabotage your thoughts, or otherwise mess with you. But sometimes these lines of dialogue give you subtle hints about the right thing to say in a conversation to get what you want.
The Disco Elysium skills and character creation system, much like the game itself, is big, brilliant, bizarre, and bewildering. With the four primary abilities of Intellect, Psyche, Physique, and Motorics each influencing a set of six distinct secondary skills, there’s an enormous amount to learn and figure out before you even begin to delve into the story itself.
Our Disco Elysium skills guide will walk you through how character creation in Disco Elysium works, before explaining each of the 24 skills at your disposal and how each one can change your story – for better or worse.
I am still figuring out what I think of Disco Elysium, but I can say with some certainty that it is the first game where I have done a small fistpump and thought to myself, “Yeah, you really nailed telling that woman you found her husband’s body! Nailed it! Best cop ever!”
Disco Elysium is a very dense RPG, where you play an amnesiac alcoholic detective trying to solve a) a murder and b) his identity. As part of the latter quest, the game takes note of your words and actions, and uses them to build an outline of your personality traits. Then it suggests a “copotype” that you roughly adhere to. Until quite recently it suggested I was a “Boring Cop”. I was, as you can imagine, livid at this.
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.