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Incline Disco Elysium - The Final Cut - a hardboiled cop show isometric RPG

AwesomeButton

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The "lore" of the world is pretty lame and annoying though tbh.
It's an alternate timeline where a Pseudo-France existing as an archipelago, not as a country in a landmass, experienced a Marxist revolution which was snuffed out by an intervention force, and this happened when the technological level of the world was about that of our late 19th century. The game events take place 40 years posterior. What more do you want from the lore? IMO the potential is yuge.
 

Harthwain

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The "lore" of the world is pretty lame and annoying though tbh.
It's an alternate timeline where a Pseudo-France existing as an archipelago, not as a country in a landmass, experienced a Marxist revolution which was snuffed out by an intervention force, and this happened when the technological level of the world was about that of our late 19th century. The game events take place 40 years posterior. What more do you want from the lore? IMO the potential is yuge.
He doesn't like the alternate reality/universe the game is set in. That's it. At this point it's purely a matter of opinion.
 

overly excitable young man

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Why do we need a fictional world when the message of the game would be stronger and more relateable with a historical setting?

Disco Elysium does it just because.
 

jebsmoker

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Insert Title Here Strap Yourselves In I helped put crap in Monomyth
because creating a fictional world can be engaging for both the creators and the players: see: the game the thread's about, kenshi, morrowind, and fallout
 

Harthwain

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Why do we need a fictional world when the message of the game would be stronger and more relateable with a historical setting?

Disco Elysium does it just because.
Um. No. Disco Elysium has very strong paranormal elements going on. And it being a fictional world gives both more freedom to creators and a greater sense of wonder [to players] than any historical setting ever would.

Edit: And, to be clear, I don't say that because I like the setting. I don't. If anything, I found it interesting to learn about it, which is partly why on my first playthrough I made sure to level up my Encyclopedia skill. Torment had a similar element of learning about the universe and its rules, which made it different from clinging to the "known and true" (which includes both fictonal worlds and historical settings).
 
Last edited:

overly excitable young man

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because creating a fictional world can be engaging for both the creators and the players: see: the game the thread's about, kenshi, morrowind, and fallout
Dont know Kenshi world.
But both Fallout and Morrowind have a imaginative world that changed the known stuff so much that you cant recognize it anymore.

Why do we need a fictional world when the message of the game would be stronger and more relateable with a historical setting?

Disco Elysium does it just because.
Um. No. Disco Elysium has very strong paranormal elements going on. And it being a fictonal world gives both more freedom to creators and a greater sense of wonder [to players] than any historical setting ever would.
Dunno of paranormal elements yet.
I will finish the game and see if it was necessary.
 

Kasparov

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Wunderbar

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i must say that this is one of the very few games that make your character actually grow as the game progress. It is on torment level for me.
I don't feel like my character really grows through having higher skills.
You probably played some other game, not Disco.
this statcheck now has 33% chance to succeed instead of 29%. Wow, such progression, very RPGey. I feel stronger.
 

Harthwain

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i must say that this is one of the very few games that make your character actually grow as the game progress. It is on torment level for me.
I don't feel like my character really grows through having higher skills.
You probably played some other game, not Disco.
this statcheck now has 33% chance to succeed instead of 29%. Wow, such progression, very RPGey. I feel stronger.
Have some decency and don't mock PnP RPGs.
 

fantadomat

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i must say that this is one of the very few games that make your character actually grow as the game progress. It is on torment level for me.
I don't feel like my character really grows through having higher skills.
You probably played some other game, not Disco.
this statcheck now has 33% chance to succeed instead of 29%. Wow, such progression, very RPGey. I feel stronger.
You are on a whole new level of retarded,keep on going johny,don't stop now!
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
PC Gamer GOTY:

2izwmhg.jpg

Now online: https://www.pcgamer.com/game-of-the-year-2019-disco-elysium/
 

Roguey

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Hey guise I hear The People's RPG lost the Steam Awards for best narrative to The Last Of Us with Rats (A Plague Tale: Innocence). :lol: Not my thing, but I'll take this popularity contest defeat as acceptable.
 

Verylittlefishes

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Hey guise I hear The People's RPG lost the Steam Awards for best narrative to The Last Of Us with Rats (A Plague Tale: Innocence). :lol: Not my thing, but I'll take this popularity contest defeat as acceptable.

Plague Tale is beautiful but I'm highly irritated by the voiceover. Why portray the French people (aka every person in the game) by doing the voiceover in English with heavy French accent? Sounds like a parody, very much ruining the experience for me(
 

Harthwain

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Plague Tale is beautiful but I'm highly irritated by the voiceover. Why portray the French people (aka every person in the game) by doing the voiceover in English with heavy French accent? Sounds like a parody, very much ruining the experience for me(
Having "foregin" people speak without an accent in perfect English would feel fake. That way you can identify them as French and still be able to understand what they are saying, despite not knowing French.
 

Verylittlefishes

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Plague Tale is beautiful but I'm highly irritated by the voiceover. Why portray the French people (aka every person in the game) by doing the voiceover in English with heavy French accent? Sounds like a parody, very much ruining the experience for me(
Having "foregin" people speak without an accent in perfect English would feel fake. That way you can identify them as French and still be able to understand what they are saying, despite not knowing French.

Didn't watched The Witcher, but Polish accent would be very nice for mr. Cavill to have.
 

Tweed

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Pathfinder: Wrath
I only just started playing, in true communist fashion I used someone else's money and got it as a christmas gift.

I'm sure it's filthy commie trash though and I'll try really hard not to enjoy myself.
 

Infinitron

I post news
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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
GOTY roundup: http://www.gamebanshee.com/news/123240-disco-elysium-game-of-the-year-awards.html

Following a great deal of success at 2019’s Game Awards, ZA/UM Studio’s detective RPG Disco Elysium has also managed to pick up quite a few Game of the Year awards from various outlets. So, without further ado, here’s a snippet from what PC Gamer has to say about their pick for game of the year:

Andy K: I spend most of my time in Infinity Engine-style RPGs trying to avoid combat and find a smarter way to deal with any given situation, which makes Disco Elysium particularly enjoyable. The sheer number of ways to charm, smarm, or bullshit your way out of trouble makes for an incredibly satisfying RPG, and is proof that you don’t need traditional combat to make a game like this compelling over tens of hours. Disco’s protagonist is one of the most joyously malleable characters in RPG history, from the clothes he wears to the intricacies of his personality. You can truly make your mark on this world through the things you say and do, even if those things are terrible and offensive. It’s your choice.​

And here’s a bit on why Shacknews thinks Disco Elysium is 2019’s best PC game:

Disco Elysium’s writing sells the entire experience within the first few minutes. But even after 30 hours of talking and reading, it never lets up and continues to amaze and fascinate. It’s a testament to the talent at work at ZA/UM studio. Not only has the team managed to create a gripping RPG experience, but they’ve brought it to life with a unique visual style, voice actors that will bring you to tears, and writing that will leave you wanting more. Check out the Shacknews Disco Elysium review for even more glowing talk about the Best PC Game of 2019.​

There’s also PC World with their Best Game of 2019 award:

Disco Elysium is one of those games—and they’re rare—that make everything that came before feel outdated, instantaneously. One day, RPGs work a certain way. The next, you wish they were all a bit more like Disco Elysium. There’s a beauty to the writing, a prosaic quality that’s rare even in text-friendly RPGs. And this is a text-friendly RPG, one wherein interviewing a suspect might trigger six paragraphs about a fictional car in this fictional universe, or a soliloquy about the nature of reality, or maybe just a dad joke.

It’s more than just the quality of the writing though. It’s how it’s surfaced. Disco Elysium is one of the most reactive games I’ve ever seen, constantly making checks against both your character’s skills and past decisions, then peppering conversations with facts only your specific character would know—for better and worse. Invest a lot of points into Encyclopedia? You may be able to pinpoint the make and model of the gun used, but your conversations will be littered with useless trivia as well. Spend them on Shivers? You’ll be able to connect to the city on a deeper level, feel the energy of its past and present, but that opens you up to as many horrors as it does actionable truths.

The pacing suffers a bit in the back half when your character’s better defined and the investigation is heading towards a conclusion. That’s many, many hours into the game though, and what comes before? It sets a new bar for RPGs—the type of bar that gets people to wax nostalgic about Planescape: Torment two decades after its release, or Vampire: The Masquerade - Bloodlines. It’s that good.​

And finally, here's Eurogamer with an honorable mention:

In the course of putting your character's memories back together, you also put together the pieces of Revachol. You develop an affinity for the place - not sympathy, exactly, but an understanding of the forces that built and destroyed it: faith and free markets, technology and superstition, disco-dancers and dice-makers, the will of the proletariat, the divine right of kings and the steady encroachments of the unknowable Pale. You visualise bullet trajectories, Sherlock-style, and weave them into the tapestry. You peer beneath the drained murals and sense the particles of oblivion hanging in the rafters of weather-beaten churches.

This is not a world you can repair - probably, it is beyond repair. But, as Lieutenant Kim suggests, you can at least do it the honour of seeing it clearly and arresting, if only for the instant frozen by a single photograph, the slow implosion of the horizon. "Local law enforcement solving one little homicide decides nothing," he tells you, as you look from a motel balcony at the end of your first day in the game. "Not solving it... can have real and calculable effects. Things can always get worse."​
 

Verylittlefishes

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GOTY roundup: http://www.gamebanshee.com/news/123240-disco-elysium-game-of-the-year-awards.html

Following a great deal of success at 2019’s Game Awards, ZA/UM Studio’s detective RPG Disco Elysium has also managed to pick up quite a few Game of the Year awards from various outlets. So, without further ado, here’s a snippet from what PC Gamer has to say about their pick for game of the year:

Andy K: I spend most of my time in Infinity Engine-style RPGs trying to avoid combat and find a smarter way to deal with any given situation, which makes Disco Elysium particularly enjoyable. The sheer number of ways to charm, smarm, or bullshit your way out of trouble makes for an incredibly satisfying RPG, and is proof that you don’t need traditional combat to make a game like this compelling over tens of hours. Disco’s protagonist is one of the most joyously malleable characters in RPG history, from the clothes he wears to the intricacies of his personality. You can truly make your mark on this world through the things you say and do, even if those things are terrible and offensive. It’s your choice.​

And here’s a bit on why Shacknews thinks Disco Elysium is 2019’s best PC game:

Disco Elysium’s writing sells the entire experience within the first few minutes. But even after 30 hours of talking and reading, it never lets up and continues to amaze and fascinate. It’s a testament to the talent at work at ZA/UM studio. Not only has the team managed to create a gripping RPG experience, but they’ve brought it to life with a unique visual style, voice actors that will bring you to tears, and writing that will leave you wanting more. Check out the Shacknews Disco Elysium review for even more glowing talk about the Best PC Game of 2019.​

There’s also PC World with their Best Game of 2019 award:

Disco Elysium is one of those games—and they’re rare—that make everything that came before feel outdated, instantaneously. One day, RPGs work a certain way. The next, you wish they were all a bit more like Disco Elysium. There’s a beauty to the writing, a prosaic quality that’s rare even in text-friendly RPGs. And this is a text-friendly RPG, one wherein interviewing a suspect might trigger six paragraphs about a fictional car in this fictional universe, or a soliloquy about the nature of reality, or maybe just a dad joke.

It’s more than just the quality of the writing though. It’s how it’s surfaced. Disco Elysium is one of the most reactive games I’ve ever seen, constantly making checks against both your character’s skills and past decisions, then peppering conversations with facts only your specific character would know—for better and worse. Invest a lot of points into Encyclopedia? You may be able to pinpoint the make and model of the gun used, but your conversations will be littered with useless trivia as well. Spend them on Shivers? You’ll be able to connect to the city on a deeper level, feel the energy of its past and present, but that opens you up to as many horrors as it does actionable truths.

The pacing suffers a bit in the back half when your character’s better defined and the investigation is heading towards a conclusion. That’s many, many hours into the game though, and what comes before? It sets a new bar for RPGs—the type of bar that gets people to wax nostalgic about Planescape: Torment two decades after its release, or Vampire: The Masquerade - Bloodlines. It’s that good.​

And finally, here's Eurogamer with an honorable mention:

In the course of putting your character's memories back together, you also put together the pieces of Revachol. You develop an affinity for the place - not sympathy, exactly, but an understanding of the forces that built and destroyed it: faith and free markets, technology and superstition, disco-dancers and dice-makers, the will of the proletariat, the divine right of kings and the steady encroachments of the unknowable Pale. You visualise bullet trajectories, Sherlock-style, and weave them into the tapestry. You peer beneath the drained murals and sense the particles of oblivion hanging in the rafters of weather-beaten churches.

This is not a world you can repair - probably, it is beyond repair. But, as Lieutenant Kim suggests, you can at least do it the honour of seeing it clearly and arresting, if only for the instant frozen by a single photograph, the slow implosion of the horizon. "Local law enforcement solving one little homicide decides nothing," he tells you, as you look from a motel balcony at the end of your first day in the game. "Not solving it... can have real and calculable effects. Things can always get worse."​

too drunk to read, did they announce the next title yet?
 

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