Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Disco Elysium Pre-Release Thread [GO TO NEW THREAD]

Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,575
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
Post will be obsolete soon because motorics is on the way, but based on the combat screenshot we have 1 motorics and 1 eye coordination but the success is still 40%, seems high since the values are the lowest.
You think 40% is good odds in a lethal gunfight, eh? You wanna come over tonight for a game of cards?
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,829
Hey bros, what's the word on physical copies - is one planned? If so - what about a manual?
 

Kasparov

OH/NO
Developer
Joined
Jun 10, 2016
Messages
930
Location
ZA/UM

Kasparov

OH/NO
Developer
Joined
Jun 10, 2016
Messages
930
Location
ZA/UM
We´re also doing a stream of Pillars of Eternity: Deadfire in a few hours.



I´m going to talk through my nose and indiscriminately click around on the screen because I still have the flu. Rostov - Disco Elysium´s Art Director - will hang around and George Ziets from InXile will drop by to chat with us. Don´t troll too hard, but you´re welcome to hang around the stream chat :cool:
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,067
We´re also doing a stream of Pillars of Eternity: Deadfire in a few hours.



I´m going to talk through my nose and indiscriminately click around on the screen because I still have the flu. Rostov - Disco Elysium´s Art Director - will hang around and George Ziets from InXile will drop by to chat with us. Don´t troll too hard, but you´re welcome to hang around the stream chat :cool:

What will be our secret word that you will recognize us with?
Playing an Obsidian game and hanging out with one of the main Inxile devs, you don't want to openly associate yourself with Codexers :D
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,829
So far it hasn´t been planned. In case we do decide to do a limited run of exclusive physical copies - we´ll make some noise about it.
If you guys are seriously considering making physical copies, I would suggest a very limited run of higher value ones that contain, for example, a signed print of the game art. I've gathered from many kickstarter projects that the low-cost physical editions end up costing quite a lot of time and money to produce, such that studios lose money on them. Also, the quality is almost never up to player expectations. On the other hand, a very limited run of higher end physical copies can net you a nice profit, while using materials of quality that you're proud of.

For example, the Serpent in the Staglands book.
 

Kasparov

OH/NO
Developer
Joined
Jun 10, 2016
Messages
930
Location
ZA/UM
What will be our secret word that you will recognize us with?
Playing an Obsidian game and hanging out with one of the main Inxile devs, you don't want to openly associate yourself with Codexers :D
I hear you. All I can really do is hope that what happens in the Codex stays in the Codex.

I wish we´ll get to talk about video game design topics with George while I play some Pillars in the background.

I've gathered from many kickstarter projects that the low-cost physical editions end up costing quite a lot of time and money to produce, such that studios lose money on them. Also, the quality is almost never up to player expectations.
That´s one of the reasons why we haven´t planned for a physical copy. Designing and making a product like that is a lot of work and a gamble in the end.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,829
I've gathered from many kickstarter projects that the low-cost physical editions end up costing quite a lot of time and money to produce, such that studios lose money on them. Also, the quality is almost never up to player expectations.
That´s one of the reasons why we haven´t planned for a physical copy. Designing and making a product like that is a lot of work and a gamble in the end.
That's reasonable, do it right or don't do it at all. Better than disappointing us and yourselves.

Some time prior to release, you might consider dropping a poll to gauge interest at various price points. If you only accept orders for a limited amount of time, then you've also guaranteed the sale of everything that's been made.
 

lophiaspis

Arbiter
Joined
Oct 24, 2012
Messages
379
Kasparov Marat Sar I'm really worried that you're underselling this. Niche forums and scattered writeups in PC gaming zines aren't outreach enough for something that appeals far beyond ultra hardcore RPG fans. Your trailer sucks. it doesn't convey the cool stuff you can do in the game at all. The most similar recent game to DE is Tyranny, how badly was that hurt by lack of marketing?

The issue is catching all those potential customers' attention. IMO, the best way to pitch this to the masses is: 'you play a cop who has voices in his head telling him to do crazy things'. Anyone that hears about a game like that will be interested, it doesn't need to be more specific about 'in the world of Revachol blah blah, using these RPG mechanics blah blah blah'. Most gamers only care about 'what can you do in the game'. And the most efficient way to get that message out there is to make some short live action YouTubes enacting iconic scenes from the game. If done well, these will be shared all over gaming and social media. All you need is some cheap good actors and film editors - should be easy for a bonafide art collective.

For instance you can have one YouTube vid where the cop is interrogating somebody, while in a fierce internal battle with Electrochemistry (which could be some dressed up actor or CGI - you figure it out) which tells him to take a drink to calm down, and he does, confusing the suspect, and then Inland Empire makes him spout some bizarre paranoid lines at the suspect, after looking up and to the sides as if the Skills are good and bad consciences sitting on his shoulders. And then Electrochemistry convinces him to snort a line of cocaine in front of the suspect, with predictable results. *Cue 70s style title cards and chintzy cop show music.* I'm no writer so this example sounds lame, but I hope you get the general idea.

If done right, this would be a marketing slam dunk. It could be as successful as the TF2 'meet the team' videos.

EDIT: Even the scene you posted where he has an internal monologue with his alcoholism about whether to lick the rum stain on the bar, would be absolutely hilarious as a live action short - the climax being a sexy closeup of his tongue caressing the stain as bystanders gawk in alarm. Your main concern at this point should be how to present your amazing interaction systems and writing to as many people as possible.
 
Last edited:

luinthoron

Learned
Joined
Apr 24, 2017
Messages
263
Location
Estonia
So far it hasn´t been planned. In case we do decide to do a limited run of exclusive physical copies - we´ll make some noise about it.
It would certainly be appreciated. Nothing keeps me away from a game like the lack of physical copies, although this game certainly deserves an exception to this rule. Still, a physical copy would always be preferable.
 

Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,575
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
Physical copies always seem weird to me nowadays. Kind of like buying movie tickets in a huge box and then saving the empty box after you see the movie. Weird people.
 

luinthoron

Learned
Joined
Apr 24, 2017
Messages
263
Location
Estonia
Physical copies always seem weird to me nowadays. Kind of like buying movie tickets in a huge box and then saving the empty box after you see the movie. Weird people.
The correct comparison would be a BluRay disc, not a movie ticket, though.
 

Lahey

Laheyist
Patron
Joined
Jun 10, 2017
Messages
1,467
Grab the Codex by the pussy
http://www.rpgfan.com/previews/Disco_Elysium/
I wasn't quite sure what to expect from the sleazy, hand-painted detective RPG that was pitched to me as "a Hunter S. Thompson fever dream." In all honesty, what could one possibly expect from that? Developed by ZA/UM, a studio likely named for Zaum, the Soviet pre-Dadaist linguistic arts movement, I had a feeling I was in for something special.

While I waited for a kiosk at ZA/UM's very popular booth to become available, I chatted with community manager Danielle Woodford and game designer Robert Kurvitz, who both effused their affection for the timeless Black Isle RPG Planescape: Torment — a fondness I happen to share. Between the three of us, we agreed that combat was the least interesting part of the old Infinity Engine titles. Much like in tabletop, Planescape: Torment shined brightest when the player navigated its syrup-thick lore, shaping their protagonist in a way that was wholly unique to each playthrough. This, Kurvitz explained, is why each of Disco Elysium's combat encounters is an important story event decided through narrative-heavy skill checks and dice rolls, as opposed to a more traditional combat engine.

Initially, I'd taken our conversation simply as praise for Chris Avellone's knack for high quality, immersive narrative design, but once I was set up with the demo for myself, it quickly became apparent that Disco Elysium has no doubt also been inspired by Planescape: Torment's surreal brand of existential horror.

The demo began with text displayed on a black screen, read by a sinister voiceover. I found myself in a dialogue tree argument with my protagonist's own thought processes. His Ancient Lizard Brain tried to goad me into drifting peacefully through the inky blackness. As I challenged these thoughts, another voice came into play: The Limbic System. Speaking to these two soon made it apparent that our protagonist is struggling to come out of a drunken stupor to face the hangover from hell, and I was tasked with battling his natural instincts so he could rise to the occasion. After rolling some skill checks, the blackness began to recede as the world filled in from the edges inward towards my hero: a stout, middle-aged man clad only in his tighty-whities, laying face-down ass-up in a ruined motel room. He stumbled fuzzily to his feet; a reel-to-reel tape deck, sans tape, clicked and spun endlessly in the corner, a reel of choral music violently torn to magnetic ribbons on the floor nearby. I dressed my hero in a tacky leisure suit and glanced at a calendar on the wall. Apparently the year is `52, but to his horror, the protagonist found himself unable to determine what century it is — nor could he remember anything about himself, not even his own face.

While Disco Elysium's over-the-hill hirsute alcoholic protagonist is static, players are given a choice of four starting "classes" which govern his initial skills. There's Logician, a detail-oriented lateral thinker with terrible people skills; Sensitive, a charismatic empath who "might lose his mind"; Predator, a fascistic tough-guy who talks with his fists and "will definitely lose his mind"; and Detective, a jack of all trades/master of none who, though relatively proficient, is likely to miss out on the more interesting story threads that require a specialist approach. Being the type of player who gets the most out of interaction with other characters — not to mention one who feels too guilty to play the villain's part — I picked Sensitive. This choice came with its own caveats; as I wiped the filth from the bathroom mirror, my protagonist peered at his own visage to see a sleazy, forced smile; a grin permanently locked in place by some form of live rigor mortis. My character portrait became this unsettling grimace which doubled as a persuasion skill...albeit, one dependent on the temperament of the person I wished to use it on.

I stepped out into the motel lobby and attempted to gather some info on who I was and how I got here. As I accosted the other guests, I learned I was in the City of Revachol (an underworld paradise that's virulently anti-cop) to investigate a gruesome homicide. I headed downstairs to meet my new partner, Detective Kim Kitsuragi. Unable to give him my own name, I rolled a skill check to come up with a cool sounding pseudonym. I failed that one, and muttered an unconvincing "I'll tell you some other time." Kitsuragi filled me in that the victim's corpse has been hanging nude from a tree outside the motel for seven straight days and questioned what I'd been doing in that time. As my character was unable to answer, I found myself wondering about the game's title. Is this Elysium a physical locale, or a disco-loving purgatory in which jobs and roles must continue to be carried out to esoteric ends?

I didn't have an answer to that either, so Kitsuragi and I stepped outside to investigate the body. We came across two teenage street urchins throwing rocks at its exposed genitals. I attempted to intervene, but found myself on the receiving end of some virulently homophobic abuse. I attempted to talk some sense into them but didn't get very far. I was assured there was an alternative solution to their puzzle that didn't involve speechcraft, but I had to dash off to my next appointment before I could figure it out for myself. I can see what ZA/UM is attempting with these characters; their liberal use of slurs definitely made me feel like I was back in high school, though personally, that's not a feeling I'm keen to recapture. Admittedly, this has made me a little wary of how the rest of Disco Elysium's script is going to pan out, though I would be lying if I said I wasn't very enticed by the ins-and-outs of Revachol's ontological murder mystery.

Disco Elysium is unique, uncomfortable, and bizarrely alluring. Watch for it before the end of the year.
 

vota DC

Augur
Joined
Aug 23, 2016
Messages
2,269
Seems strange that a sensitive cop failed to give a false name. Or was just Kim that had a very high counterskill.
 

luinthoron

Learned
Joined
Apr 24, 2017
Messages
263
Location
Estonia
Seems strange that a sensitive cop failed to give a false name. Or was just Kim that had a very high counterskill.
Would expect him to actually know his new partner's name, even when he politely waits for him to introduce himself.

Which reminds me... Does the protagonist have a name or do we name him ourselves, and if the latter, have you thought of alternative false names to be used in case someone names their character something he'd actually come up with there?
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom