Disco Elysium

Disco Elysium is a text-heavy, action-light RPG. It probably does remind me most closely of Planescape: Torment, though it isn't quite as legitimately "out there" as that classic.

The character-defining stats are daunting as hell at first glance with things like Rhetoric (ability to persuade others) and Pain Threshold (affecting physical health) to Esprit de Corps (connection with and knowledge of police) and Encyclopedia (general world knowledge). The game is strewn with passive skill checks that affect information presented to you, the player. Then there are active checks to accomplish certain things, many of which can be attempted again if you increase the relevant trait.
You also get Thoughts that can be suggested by conversations and encounters that you can put into your "Thought Cabinet" to consider for several in-game hours until reaching a conclusion. Such things usually have a negative modifier that, upon conclusion, becomes a positive one. Some don't become benefits, though, and there's no real indication of which is which.
Gain enough XP and you can spend a point to: 1) increase a stat by one, 2) acquire a new slot in the Thought Cabinet, 3) forget a Thought. So there's some trade-offs to be had. I did want more points toward the beginning, but along the way didn't even spend them all typically.
And there are clothing items with modifiers. You can't change these during encounters, but if there's a check you don't have to commit to at that moment, it's perfectly plausible to step back, equip a pry bar and different gloves, before trying to open a stuck hatch with a better chance of success.

The game involves waking up after an alcoholic bender and discovering you're a detective who is on-sight due to a murder/hanging. The body's been there for several days, the case is unsolved, and you remember virtually nothing, including name and history. The world is a distant future (or completely alternate world), but has a historic vibe in most ways with things like muzzle-loaded weapons and car radios rather than anything like cell phones.
I applied myself to solving said murder while trying to piece a past together and investigating side-things that came along. Acting differently is certainly possible. Things you do and thoughts you accept seem to shape the main character, though I'm not sure they have much impact on the real underlying plot of the murder and repercussions. I'm sure you could totally foul up the assessment of what happened, but I don't think that would really change much of what happens because of the murder - it was probably still done by the same person for the same reasons and such. There are definitely some lives that can be saved or taken along the way and the outcome for the main character could certainly vary.

I do wish there was more voice. There's a ton of text, so I can understand, though I have grown to prefer listening to reading in most cases and I found the voices (when they were there) to be good.

And, all in all, it was a pretty cool and atmospheric ride. I'm not sure there's enough meat to merit another playthrough, though I am curious how embracing other options would turn out.

Comments

Popular posts from this blog

Adventures in Rokugan (ongoing)

Harbinger of Chaos (Godbound)

RPG Desires?