Disco Elysium - The Final Cut - ZAUM_Dani
DISCO ELYSIUM Patch notes for version C50F6815 (viewable in the F1 menu, bottom right)
  • Fixed duplicate thoughts bug
  • Fixed Win7 game boot bug
  • Item and description changes
  • Adjusted text for Ultraliberal
  • Fixed Thought Cabinet “Problem” persisting upon finding a Solution
  • Fixed character creation stats not showing correctly bug
  • Fixed Kim badmouthing issue
  • Fixed misplaced area names
  • Fixed Dicemaker VO
  • Fixed Pigs spacebar bug
  • Fixed map white checks showing incorrectly
  • Fixed red tint after red check bug
  • Fixed gun not disappearing correctly after looting bug
  • Fixed boombox not playing
  • Fixed issue causing Kim dialog to lock
  • Improved character pathing and navmesh
  • Fixed Cleaning Lady visual glitches
  • Fixed Tequila getting stuck after sleeping on island
  • Fixed orbs in various places
  • Fixed cutscenes hovering over checks
  • Fixed quick-save/load breaking menus
  • Reduced max text size
  • Fixed player getting stuck in Dicemaker dialogue
  • Adjusted text for Overproductive Honour Glands
  • Fixed jackets sometimes hiding shirt items
  • Fixed HUD icons open state override
  • Fixed major nerd glasses bonus
  • Fixed Thought Cabinet white texture bug
  • Fixed inventory grid alignment bug
  • Fixed Egg Head animation glitch
  • Fixed Karaoke UI bug
  • Adjusted Church rumble VFX
  • Fixed the other shoe bug
  • Fixed issue with save file after player discovered the insulidian miracle
  • Fixed skill points negative accumulation
  • Fixed Frittte typo in area name
  • Fixed Tequila stops for inventory fix
  • Fixed whirling doors no longer bleeding light
  • Improved saving games.
  • Fixed issue caused by the thought “Insulindian Miracle.”
  • Fixed resolution switcher
  • Fixed internalized thoughts remaining highlighted in selection menu
  • Fixed camera weirdness in certain conditions pertaining to journal and character sheet
  • Adjusted ESC key for specific in-game segments
  • Solved the mystery of the disappearing shoe.
  • Fixed Kim remaining in a holster position under certain conditions
  • Fixed visual part of stat resets upon new character creation.
  • Fixed waking up bug
  • Fixed certain keyboard combinations breaking the HUD
  • Fixed Cindy camera lock issue
  • Fixed Gary's apartment door lock
  • Improved GOG achievements
  • Fixed karaoke crowd and loot
  • Fixed Doomspiral outline issues
  • Fixed Unity light artifacting issues
  • Improved weather changes during dialogues
  • Improved FPS all around
  • Fixed electrochemistry smokes bug
  • Fixed health bar displaying incorrect amounts
  • Fixed getting stuck at phasmid after electrochem check
Remember to report any bugs you may find! - Bug Report -

Thanks!
Disco Elysium - The Final Cut - ZAUM_Dani
Hey everyone,

We're absolutely delighted to announce we have been shortlisted for The Golden Joysticks Ultimate Game of The Year!

Ultimate Game of the Year has a dedicated one-week only voting window. Voting is open NOW at www.goldenjoysticks.com and will close at 5pm GMT, Friday 1st November. 

It's been a little over a week since we released Disco Elysium into the wild and we have been already been blown away by the reception the game has received. Thank you to everyone who has supported us! 

Disco Elysium - The Final Cut - contact@rockpapershotgun.com (Matt Cox)

Existentialism. A word with baggage, and about it. Philosophers have deployed it to cover many different things, but they’re all concerned with the baggage of being alive. The urgent dilemma of existence, as beings without apparent purpose. The concept fascinates me. It’s what I get up for in the morning.

Based on the opening minutes of detective RPG Disco Elysium, so does ZA/UM. It’s clear from the moment your ancient reptilian brain laments your return to consciousness. “The limbed and headed machine of pain and undignified suffering is firing up again”, and there’s nothing you can do about it.

“It wants to walk the desert. Hurting. Longing. Dancing to disco music.

(more…)

Disco Elysium - The Final Cut

Drugs are an important part of Disco Elysium, even if you choose not to take them. As the latest devblog from Robert Kurvitz over at Estonian indie studio ZA/UM points out, the full-sobriety challenge run is "favoured by our writers" and, "After all, there is no temptation without abstinence." Kurvitz then goes on to point out the many ways Disco Elysium has of tempting you.

Here's one: drugs make you better at things. Each of the four stats is connected to a drug, with amphetamines temporarily improving your motorics, for instance. That means it also improves every motorics skill and the maximum cap that skill can be raised to. An hour later the effect wears off, but if you took the opportunity to spend a point to boost a skill to the temporary maximum that point isn't lost. As Kurvitz says, "this started out as a bug, but we kept it because testers liked it."

Something I hadn't realized while playing is that though legal substances like booze and cigarettes are always visible in the world to tempt you, illegal substances are hidden until after you try some acquired another way (through dialogue, for instance). Stashes of speed and pyrholidon, Disco Elysium's made-up anti-radiation drug which improves your psyche stat, only become visible once you know what to look for.

If you're playing Disco Elysium already and aren't worried about some minor mechanical spoilers, like the effect of certain thoughts you can equip in your Thought Cabinet, this deep dive into drugs is worth a read. Kurvitz also notes that the brand names on substances have no effect because, "Just like in real life, brands do nothing."

Since drugs give mechanical bonuses (and also have substantial negative effects, to be fair) it's a wonder Disco Elysium made it past the Classifications Board here in Australia. A quick search of the Classification Database doesn't show it, perhaps because it hasn't been submitted for rating. Several members of the Board have been vocal about believing the rules they're obliged to follow are overdue for change, but without the cooperation of our lazy and conservative state governments it won't happen. In the meantime, I guess everybody is looking the other way—easy to do when a game is PC-exclusive and only available online.

Disco Elysium - The Final Cut - ZAUM_Dani
Now that Disco Elysium is out – and people seem to be diggin' it – let's talk about all the drugs you can do in it. Let's talk about Pyrholidon, The Lightning, Al Gul and the sumptuous Tabac herb. Think of this as a little designer-tutorial on how to get the best out of those bad boys. Or how to make due without them, because...

1. First, your detective doesn't have to do drugs. A straight edge run is a great way to play the game. (One favoured by our writers, for example). It makes the game more challenging and adds some extra role playing tension – in the form of temptation. After all, there is no temptation without abstinence.

2. Drugs kill. If you do go down that route, know this: drugs give flat bonuses to your main Stats. But they also damage your Health and Morale. Which can lead to heart attacks and giving up. This means you should at least aim to heal any damage immediately after taking a hit. Hands shaking from the Lightning? Smooth it over with some magnesium. Smoking got you groggy? Nosaphed will clean those sinuses!

3. Number one trick – drugs also raise the learning caps of your Skills. In Disco Elysium, your initial Stats decide how many points you can put in the Skills under them. Because drugs (temporarily) raise your main Stat, they also raise your learning caps. When the effect wears off, you get to keep the point you put into your Skill. (Fun fact: this started out as a bug, but we kept it because testers liked it.)

4. Most drugs have sub-types, or “brands”. (Cigarettes, for example, can be Astra or Tioumoutiri.) These are cosmetic. Just like in real life, brands do nothing. They're just random fetishism – speed is speed, nicotine is nicotine, wine doesn't kill you any less if it's expensive.

5. Drugs have charges. Electrochemistry gives you extra charges. The base amount of charges for all drugs is 3. If you have 4+ Electrochemistry at the time of first acquiring the drug, you get 4 charges instead; 7+ Electrochemistry gives you 5 charges.

6. You might wanna top up. One charge lasts 1 hour of in game time. Most big scenes take longer than that to complete. So if you blast your drug of choice before going in – in preparation, as you would a spell before combat – you'll run out half way through the ordeal. Amend this by further blasting in the thick of it! Bring that brewskie, that ciggy, or that anti-radiation drug to the lion's den by keeping it your held slot. Then keep an eye on the clock and take a preventive hit.

7. Containers with legal drugs (smokes and alcohol) are visible for all – while containers with illegal drugs (pyrholidon and speed) become visible only after first using the drug. There might be some surprises waiting in, say, Cindy's coal room. Or the fish market. But only for the initiated. If you're innocent you won't know what to look for.

8. There is one drug for each of the four main Stats in the game. You can use this to “fix” a weakness in your character build. Low Intellect detectives might find themselves smoking a lot, while low Psyche detectives have more to gain from doing Pyrholidon. Low Physiqe detectives are prone to sucking on a bottle. Even a low Motorics detective is stupid enough to try that jump when they're on the Lightning Rail.

Here is a summary on all the drugs in the game, where to find them and how they interact with your thoughts.

SMOKES

Bonus: +1 Intellect.
Damages: -1 Health (-1 Endurance)
Healed by: Nosaphed, Drouamine.
Get it from: Frittte, Rosemary, containers on the map
Brands: Astra, Tiomoutiri
Thoughts: “Boiadeiro” from passing Manana's Conceptualization check amplifies smokes.
Did you know: tracking the “Tioumoutiri” brand of smokes can lead to revelations in your main investigation.

PYRHOLIDON

Bonus: +1 Psyche
Damages: -1 Health (-1 Endurance)
Healed by: Nosaphed, Drouamine
Get it from: Roy, after passing an Electrochemistry white check.
Brands: none
Thoughts. “Cop of the Apocalypse” doubles Pyrholidon’s effect.
Did you know: Pyrholidon is an anti-radiation drug. Using anti-radiation drugs recreationally was a beloved pastime of Soviet hippies and punk-rockers. (Tareen was one such drug.)

ALCOHOL

Bonus: +1 Physique
Damages: -1 Morale (-1 Volition)
Healed by: Magnesium, Hypnogamma
Get it from: Fritte, Rosemary, from containers on the map
Brands: Commodore Red, Potent Pilsner, Pale-Aged Vodka
Thoughts: “Revacholian Nationhood” unlocks the full heroic power of alcohol. “Waste Land of Reality” does... the opposite.
Did you know: Disco Elysium is produced by reformed alkies who quit “the Ghoul”; turns out it's not possible to get a 60+ hour RPG and a drink on simultaneously.

SPEED

Bonus: +1 Motorics
Damages: -1 Morale (-1 Volition)
Healed by: Magnesium, Hypnogamma
Get it from: Klaasje's medicine cabinet, a quest after passing Cuno's Empathy check.
Brands: Preptide, trucker speed with a straw in it
Thoughts: “Lonesome Long Way Home” makes speed also give +1 Psyche too.
Did you know: The logos you see for drugs, including the one for amphetamine, are their actual molecules. (Or, in Pyrholidon's case, their fictitious molecules). We enrolled the help of a chemist to make sure they make sense. Thanks, chemist!

So that's it. Drugs are a multi-tool offering more flexibility and role playing options. But, on the other hand, they distort your personality and are completely incompatible with staying alive after you're 30 (trust us). And it's quite possible to make do without them. If there were a character sheet in Disco Elysium, the last field would be: Drug of Choice. The strongest DoC is the fifth, hidden drug we like to call Life and Your Mother's Love.

True bad asses get high on that :)

Until next time,
Roberto Kurvitzo, maker of RPG's; reformed Narcomaniac.

PS. Thank you for playing and sharing your stories in forums and media. It's you who make it all worthwhile.
PUBG: BATTLEGROUNDS - contact@rockpapershotgun.com (John Walker)

People, I face a dilemma. (Great cars, them Dilemmas. – Ed)> This week Destiny 2 takes up an astonishing five out of ten spaces on the Charts. So what’s a professional games journalist of 20 years experience to do? Write ten octopus facts in less detail but with more jokes, or six more involved entries perhaps better celebrating our cephalopod friends? I’ve opted for the latter, and I hope you’ll endorse me in this decision rather than join the inevitable social media backlash.

(more…)

Disco Elysium - The Final Cut

Disco Elysium is an RPG where you're never alone. Not because your buddy cop Lt. Kitsuragi won't leave your side until 9pm each night—at which point you can pretend to go to bed, then sneak away to take drugs and steal the boots right off a corpse—but because from the first scene you've got a chorus of voices in your head.

Some of them are parts of your brain: The Ancient Reptilian Brain and the Limbic System are in constant conversation when you try to rest. But most of them are just whichever skills you've put the most points into. I had a decent score in Drama, which meant that I could sometimes tell when people were lying or telling the truth, but it manifested as the voice of a wanky Shakespearean actor. "Prithee, sire! I do believe he dares to speak mistruth!" That sort of thing. It also tried to convince me to lie about the serial number I'd found on a piece of evidence, because that would be more fun.

Meanwhile, the Authority skill barks with the voice of a military sergeant, saying I should interrogate everyone with force, while Physical Instrument is an inner football coach telling me to get into shape and Electrochemistry is a louche debauchee who thinks I should drink more and smoke cigarettes for "massive bonuses".

It's like carrying around a full party of BioWare companions. "You should drink that wine you found in the street," is definitely something Varric would say. I'm the player who chooses companions based more on their personalities than their stats, so Disco Elysium is perfect for me. It's never going to limit me to a party of three or six or whatever. There's always room for more voices in my head.

Some of the skills go beyond this role as individual NPCs and become entire populations. Putting points into Empathy means there's another layer in every conversation with actual people, letting me know what they're thinking and what their body language suggests. Encyclopedia on the other hand is a skill that recites trivia—massive deluges of it. If you are into "lore" this is the skill for you, but if worldbuilding bores you, it'll drive you nuts.

While Empathy lets me know what other people might be thinking, the Inland Empire skill gives interiority to objects. If you play Bloodlines as a Malkavian there's a great bit where you argue with a stop sign. In Disco Elysium, with enough points in Inland Empire you can talk to everything from a mailbox to your own necktie.

Esprit de Corps adds another chorus. This skill, which suggests what a proper cop would do in any given situation, gives insights into what other police are doing right now. These blue visions might be real or they might be imaginary. After radioing my precinct to explain how disastrously my investigation was going, Esprit de Corps chimed in to recite the conversation among my coworkers about what a fuck-up I was, a flash of cop fiction what was funny and bleak and one of the most impressive bits of writing in a game where every five minutes there's another contender for 'most impressive bit of writing'.

One more I can't skip is Shivers, a seemingly useless skill that represents your sense of the city of Revachol in which you live. Every now and then it narrates a vignette at you, colorful moments in the lives of people nearby. But then, after taking speed to increase my stats so I'd be better at dancing, I fell into a lucid dream in which I had a conversation with both my own spinal cord and the city itself. This is just the kind of thing that happens in Disco Elysium.

Giving skills and other aspects of who you are their own voices makes it a weird and wonderful Inner Monologue Simulator, in which the path toward truth is slicing yourself into aspects—entire hosts of devils and angels—and letting them interrogate you and each other. At one point I made my Rhetoric skill apologize for trying to get me to ask a question whose answer would be too painful to deal with.

The actual NPCs are great too, and I should give a shout-out to Kim Kitsuragi, the long-suffering cop who gets partnered with you and has to put up with your shit. He's one of those classic characters who reveals more facets as you get to know him. But where another RPG might give you a party of characters with dark secrets to uncover, in Disco Elysium you're the one with secrets and an army of mind people alternately trying to hide or reveal them. 

It's exaggerated to suit your situation as one troubled individual, but there's truth to it. Maybe "everyone contains multitudes" seems like an obvious point to make, yet living for hours deep inside someone else's crowded head has made it concrete for me in a way I won't soon forget.

Disco Elysium - The Final Cut

When looking for an anecdote to illustrate both the fascination and frustration inherent in Disco Elysium, you need to go no further than its opening minutes. Your character wakes up with a killer headache, no memory of his past life and no clothes on. If you're feeling adventurous, you can make a grab for your tie, swinging away on the fan in your room. Failing the first of many many checks results in you dying of a heart attack and makes it clear that this game means business. Because while at that point it may all be fun and games to start over with a character slightly less inclined to instantly croak, it's actually one of many instances in which your body, brain or the outside world are out to get you.

Disco Elysium is built on a rather simple core idea, a noir detective mystery using the conventions of a CRPG. Instead of slaying monsters in fantasy combat, you spend your time sleuthing through the ruined streets of Revachol. The chief attraction then, is how downright obsessed developer ZA/UM is with the roleplaying mechanics of pen and paper games. Here you can invest in a myriad of skills that represent your body, mental state, knowledge and social graces. To keep things interesting you can't simply max all of them out, so while there are ways to find help, it's likely you're always going to struggle in situations your character isn't cut out for.

It's a bold way to make sure players never feel like they're fully in control, and for a while it's fun to watch your character fumble through an otherwise serious murder investigation. However, the inherent possibility of failure makes it possible to lock yourself out of the experience entirely. I played for seven hours when I had my own version of the heart attack anecdote: through a combination of refusing tasks, failing checks that would lead to alternative avenues and having no further skill points to spend to reattempt said checks, I had nowhere to go. All that mystery, normally so welcome, led me to a crossroads I wasn't even aware I was on. Afterwards I became an obsessive saver and skill point hoarder. Disco Elysium had shown me the mechanical heart within, and I felt like I could no longer rely on having the dice fall where they may.

Read more

Disco Elysium - The Final Cut - contact@rockpapershotgun.com (Katharine Castle)

You don’t need your deals herald to tell you that wordy isometric RPG Disco Elysium is finally a thing you can buy, did you know that to celebrate the release of ZA/UM’s intriguing debut, GOG are giving away a free copy of Stygian Software’s equally word isometric RPG UnderRail with every purchase? I thought not. Hurry, though, as this deal won’t last for long. Read on for more details.

(more…)

Disco Elysium - The Final Cut - Harry


WE HAVE LAUNCHED. Get it now!
...