I've never played anything like this. That it just so casually gamifies, and in a compelling way, internal monologue is already worth going googly-eyes over. And I know this is one of those things that as soon as someone does it everybody is like "Well, yeah. But I could have done that too." which is easy to say but (paraphrasing a video I saw once about a white square being painted on a bland [ie white, sweaty] and the curator responding to the common observation of "But I could do that") the simple fact is: you didn't. When Volition informed me that half of my skillset was compromised wrt Klaasje I was like mmm okay, noted BUT IT CONTINUED, it wasn't just a once off thing it kept coming up and as the story progressed and these various brain-factions offered various plausible interpretations of events it actually became difficult to decide who to trust. But also not really, because my brain-faction called Genre Savvy up and told me that OF COURSE you couldn't trust the Dangerous Dame in a detective noir but it also said that a) as this is a game that needs to come to certain conclusions she might a1) escape anyway and a2) injure your partner. Other factions also said: yes she's dangerous but I'm curious to see how this plays out and another one said: but I like her and another one said: but I want to be a Dangerous Dame (which is an aeshtetic my Harry adhered too throughout the game just btw). Now building a nice degree of uncertainty or wobbliness in your reader can be done a variety of ways, a common yet effective one is to simply not give them all the information or unreliable narrators (think Gone Girl), but this is the first time I've seen it done by situating you in the headspace of someone harboring multiple, contesting, plausible and sincere interpretations of the facts.
Some common criticisms I've seen is that the writing is pretentious. Now this might just be because I myself am extremely pretentious but I feel like this is one of the most insubstantial criticisms you can give a piece of writing, it's almost more of an observation than a legitimate criticism. The only time I feel its warranted is if you can literally see the person doesn't really know what they're saying but they feel it'd be more impactful if they made their blather fancy which is obviously not the case here. I've also seen that on Steam a lot of people seem to having difficulty understanding the writing, like on a comprehension level. This is most likely on account of how people on Steam are dumb. In which case the pretentiousness is certainly a feature, not a bug. I also really like some of the crunchy granola phrases like: glory to the ghosts of us and these long dyings. I am stealing these I have taken them I will not return them I don't know what they mean they are mine.
The other common one I've heard is that the investigation/the ending are anticlimactic. They are, but I don't think it's a bad thing/a mistake/unintentional. They had all the makings there of an entirely acceptable noir twist by the end there: the femme fatale, the stooge, the various maneuvered peons the fact that they then decided to go in an entirely lateral direction is an artistic/commentary-based choice, they didn't write themselves in a corner. At that point it was clear Martinaise was a tinderbox pulled in different directions by various motivated agents, it was untenable and all it took to boop it over the edge was the actions of one man compromised equal parts by his past and a psychoactive stickbug cryptid. The fact that they developed the situation to such a degree that it seems plausible that this errant murder of one man could push the situation to small scale civil war took skill. It is also entirely in line with a lot of the other misdirection the devs added to throw off what we've been indoctrinated to expect: portends of doom will lead somewhere, Harry's reaction to Dolores Dei must mean something substantial down the line, that damn door must be openable, something good is coming (it is).
One criticism I do have is that I don't know how well Harry as this entirely love-shattered man worked out. I get that he is but only because the game kept on telling me he is. This is another one of those situations where the devs seem aware of the situation they were creating and took some steps to address it but I don't know if it really worked. For example: it's impossible to create a game which conveys the kind of love that destroyed Harry, their answer: make it ex-post facto. Unfortunately this resulted in a constant tell don't show kind of scenario, answer: have a dream sequence near the end of the game that expounds on it. But it was so obvious that this was a facsimile irredeemably coloured by Harry's bitterness that genuine insight was impossible. Now mind you, this might just be an extremely ~high concept~ statement on love or memory or how investing in the idea of can turn your brain into an ouroboros but if so it went beyond me and/or I didn't find it all the compelling.
But what I think I like the most about the game is the simple, unconditional empathy that undergirds the writing. There aren't any monsters in Disco Elysium, there's no important NPC that seems to act consistently out of inchoate malice. He's a monstrous war criminal because he was left in a leaf compactor, raised in an orphanage, obtained by the military industrial complex and PTSD'd out the twat until no other possible manifestation of humanity was left available to him. He's a racist because his value system is rooted in a local past he takes pride in, participates in and because of the ready availability of a well-developed eugenics ideology that justifies his fears of cultural threat. She's an inept mother with a talisman fetish because she was treated as incapable by her parents and husband and abandoned by the latter and it's so easy to fall into replicating patterns of being or meaning in lieu of attaining genuine stability. It's this consistent refusal to resort to reductivity. Taking a corpse down from a tree or informing a woman her husband died in an utterly senseless drunken accident, tasks that would be the most superficial box-ticking in other games, are grounded in details like moving through her home, of having talked to her about silly things before, of stroking his hair as it comes loose in your hand or staring down his destroyed mouth that humanized them so immensely. It hurt me to do something that is so quotidian in games and that is beautiful.
Loose thoughts:
- I have a crush on Joyce and I am a gay man.
- the Pale is offensively sexy both visually and conceptually. The idea of dissolving into mathematics is neato and this semi-seductive space where you can go to un-be, to gradually decohere into the past is something I fuck with on a spiritual level.
- Cuno is a precious cinnabon.
- Harry is an Innocence or Harry is aggressively not an Innocence.
- Harry and Kim are OTP and if there's a sequel and they aren't endgame the game is shit and dumb actually.