You are not well. You've woken up on the floor of a grimy hotel room with a hangover so devastating you might as well be dead. You don't remember who you are, which city you're in, or what happened the night before. Apparently you're a detective, in town to solve a murder, but you don't feel like a cop. You feel like shit.
Disco Elysium is a detective RPG of improbable depth. It's part Planescape: Torment, part police procedural, part psychodrama. Your fatally hungover detective peels himself off the carpet, naked except for a pair of soiled underpants, and begins the laborious process of piecing his broken mind back together, while simultaneously attempting to solve a gruesome murder on the wrong side of the tracks.
The game has stats, skill checks, companions, quests, and an interface inspired by classic Infinity Engine CRPGs and tabletop roleplaying games. But it also has a lot in common with visual novels and point-and-click adventures, with dense, branching dialogue and the ability to intimidate, charm, or bullshit your way out of tricky situations via several novels' worth of brilliantly strange, vibrant dialogue. There's no clicky Baldur's Gate-style combat here: everything happens via skill checks, dialogue, and text, including when things turn violent.
A man has been found hanging from a tree in an empty lot and it's your job to find out who killed him—if you can get near the corpse without puking. Disco Elysium's sallow, flare-wearing protagonist is a total disaster. The taste you get in your mouth the morning after a heavy night of drinking made flesh. The sticky floor of a discotheque given life. But the beauty of the game is how you can remould this grotesque lump of sin into something else entirely.
Thanks to that skull-shattering hangover, and the amnesia conveniently brought on by it, your detective is truly a blank slate. You can reveal things about yourself by talking to the poor souls caught in the wake of your apocalyptic bender. But you're also given the opportunity to suppress these discoveries, even down to denying your own name and choosing a new one. The degree of freedom you have to shape your character's psyche is really quite astonishing.
A cavalier attitude can lead to interesting, unexpected things
Through conversations you control every facet of your personality. You're given a variety of ways to respond to people, and this dictates your personality, how the population reacts to you, and the outcomes of quests. The things you say and decisions you make in Disco Elysium really, actually matter, affecting your role in the world and the inner workings of your mind in a meaningful way.
You also have to watch what you say, because doing the usual RPG thing of exhausting every conversation option regularly leads to you putting your foot in your mouth and getting someone (or yourself) in trouble. Characters will remember things, so it pays to think carefully before making any rash decisions or betraying someone. Then again, a cavalier attitude can lead to interesting, unexpected things: an example of how well Disco Elysium caters to different play styles.
Skills are important too. There are 24 in total, ranging from logic, perception, and reaction speed to endurance, conceptualisation, and authority. A character with high authority might find it easier to pressure a timid witness into spilling their guts. A high logic character can divine truth from a clear-headed analysis of a crime scene. There are some more esoteric skills too such as inland empire, which lets you pluck inspiration from dreams and talk to inanimate objects.
Conversely, a character with low perception can miss case-breaking clues floating right in front of their face, while a low endurance cop will struggle in even the most trivial physical trials. All the defining traits of the best fictional cops are in there, but importantly, the worst are too. So if you want to have the superhuman insight of Sherlock, but also be a self-destructive mess like The Wire's Jimmy McNulty, Disco Elysium lets you.
The more thoughts you develop, the more complex your character becomes
When you create a character, your starting skills are determined by the stats you roll. Your base stats are intellect, psyche, physique, and motorics, which make you better or worse at certain things. But as you play you earn experience points that let you upgrade any skills you like, allowing you to sculpt your character further. You might start out physically weak, but stick enough points into the appropriate skills and you can become a force of nature.
And I haven't even mentioned thoughts yet. As you speak to people you'll reveal thoughts that can then be slotted into your brain and developed over time, unlocking stat buffs and fascinating, insightful nuggets of story. Some of these have a major effect on your character's mental state, while others are more frivolous and largely played for laughs. You're limited to three thoughts to begin with, but skill points can also be used to unlock more. And the more thoughts you develop, the more complex your character becomes.
The result of all this is one of the most preposterously malleable characters in RPG history. You can create a highly empathetic communist disco music enthusiast, a self-deprecating artist who punches first and asks questions later, a deluded rock-and-roll cop with a passion for democracy, or a drug-addicted feminist psychic. Every person who plays Disco Elysium will have a different experience as a result of the frankly audacious depth of its role playing.
The game is set in the fictional city of Revachol; specifically a dreary, forgotten district called Martinaise. Plagued by poverty, crime, corrupt unions, and scarred by a violent revolution, it's exactly the kind of place you'd expect to wake up after a three-day drug binge. It's gorgeous, with a stylish, painterly aesthetic, expressive characters, and detailed backgrounds. But it's filthy too, which is relayed mainly by that gloriously rich, evocative writing. A vividly described autopsy made me feel genuinely queasy.
The writing is funny, subversive, and, admittedly, a little self-indulgent at times
Many of the people you meet say disgusting, offensive things, which is entirely justified by the grotty bleakness of the setting. Martinaise is a horrible place filled with horrible bastards. But there are flickers of warmth and humanity, too. People making the most of a bad hand, struggling against an uncaring world. It's a lavishly realised setting with acres of history and culture to discover, although occasionally, in some optional conversations, I felt like a mountain of rather dull, long-winded lore had been suddenly dumped on my head.
Typically the writing is funny, subversive, and, admittedly, a little self-indulgent at times. But it's also incredibly good, with an anarchic literary flair that makes even the most matter-of-fact conversation hugely entertaining. There's partial voice acting too, although it varies wildly in quality. The sleazy, rasping delivery of your ancient reptilian brain, which regularly emerges to taunt you, sounds wonderfully evil. And I love the soft, calming voice of Lt. Kitsuragi, your partner, who is a kind of moral centre for the wild and unpredictable protagonist.
Freedom in Disco Elysium isn't just limited to shaping your character. The structure is also extremely open-ended, letting you pursue the murder as doggedly, or not, as you like. A list of tasks is constantly building up in your notebook, and you can perform them in any order you like: including those linked to the main case. And they're all interconnected, meaning doing one task before another can open up completely new avenues of investigation.
Martinaise is a large, open space made up of several distinct areas and the sheer volume of stuff to interact with, people to talk to, and quests to pick up is quite overwhelming. You'll investigate a dilapidated apartment block, a frozen coastline, a crumbling boardwalk, a dockyard, and other suitably grim locations, all of which are brought to life by that beautiful art—not to mention atmospheric music, lighting, and ambient sound design. It's a place you can really get lost in.
How you complete tasks and solve crimes is dependent on your character. If you're the physical, all-action type, you'll deal with situations in a more direct, aggressive way. But if your character is psychological or empathetic, you might find a more subtle solution. Crucially, every kind of player is catered for. In my experience you'll never hit a brick wall because of the way you've built your character. This makes Disco Elysium a supremely satisfying RPG, because if you want to play a certain way, it's primed to accommodate it.
The thing about Disco Elysium is that my experience of it is completely unique to me, such is the dizzying variety of skills, stats, thoughts, and conversation options on offer. You could play through it five times and still not see everything, so there's no one experience to assess. But I can say with certainty that it's one of the finest RPGs on PC if you value depth, freedom, customisation, and storytelling.
So, then. Disco Elysium, like Planescape: Torment, or even Fallout or Arcanum, is an isometric RPG with a lot of text. You, an alcoholic, probably drug-addicted cop in early middle age, wake up to face a new partner, a lynching that needs solving, and an apocalyptic hangover that has wiped your memory. So, you start the work of learning… well, everything.
I managed to stumble through solving a murder as an amnesiac alternate-’70s detective in much less than the 60 hours ZA/UM have set as their “back of the box” number for a complete run, although I don’t doubt that there are that many hours of entertainment (and more) to be had in it. Just not all during one playthrough.
The Disco Elysium Thought Cabinet is one of the game’s defining features. And that’s saying something, considering the many different ways in which ZA/UM have deviated from the traditional RPG structure. In Disco Elysium, it’s not just tools and clothes that you can equip but also Thoughts that you can mull over and adopt, almost always with both positive and negative results.
Our Disco Elysium Thoughts guide will explain the Thought Cabinet as clearly as possible, from how you gain access to different Thoughts to how you can use them, and how they change the game for you in return. It’s a bit of a head-scratcher at first, but stick with it and you’ll come to realise the benefits of this novel system.
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.