PCPOWERPLAY

Disco Elysium

Create your dream detective in a surreal adventure influenced by classic RPGs.

- DEVELOPER ZA/UM • PUBLISHER IN-HOUSE zaumstudio.com

Disco Elysium is a detective RPG of improbable depth. It’s part Planescape: Torment, part police procedural. Your 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 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. But it also has a lot in common with visual novels, tabletop games, 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 strange, vibrant dialogue.

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 mould this grotesque lump of sin and despair 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.

D-I-S-C-O

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 outcome of quests. The things you say and decisions you make in Disco Elysium really, actually matter, impacting 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 clearheade­d 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 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. It’s like a bottomless detective pick-and-mix.

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 to transform your detective over time into a proverbial force of nature.

THOUGHT CRIME

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 impact 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 selfdeprec­ating 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 threeday drug binge.

Disco Elysium is a gorgeous game 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.

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

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.

a mountain of rather dull, long-winded lore had been suddenly dumped on my head.

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.

HEAD CASE

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 see fit. 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 when on the case.

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 that 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. 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, the game is primed to accommodat­e it.

The thing about Disco Elysium is that my experience of it is completely unique to me, such is the variety of skills, stats, conversati­on and thoughts options on offer. You could play through it five times and still not see everything. In that sense it defies a traditiona­l review, because there’s no one experience to assess. But I can say that it’s one of the finest RPGs on PC if you value depth, freedom, customisat­ion, and storytelli­ng.

 ??  ?? The game’s full of bizarre clothing items to wear.
The game’s full of bizarre clothing items to wear.
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