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.

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

Harthwain

Arcane
Joined
Dec 13, 2019
Messages
5,585
I'm pretty sure that the next will be same setting, but different story. I mean, dude, they got a whole unique world unexplored and you want them to do sequel about cop in some disctrict of some little city?
Going from a single district to a whole city (the capital city of Revachol, no less) in Disco Elysium 2 would be a good stepping stone before starting make games about the whole universe. The real problem is the player character. Should it be a protagonist from Disco Elysium 1? An entirely new, fixed, character? Or a blank slate?
 

Verylittlefishes

Sacro Bosco
Patron
Joined
Sep 14, 2019
Messages
4,968
Location
Oneoropolis
I'm pretty sure that the next will be same setting, but different story. I mean, dude, they got a whole unique world unexplored and you want them to do sequel about cop in some disctrict of some little city?
Going from a single district to a whole city (the capital city of Revachol, no less) in Disco Elysium 2 would be a good stepping stone before starting make games about the whole universe. The real problem is the player character. Should it be a protagonist from Disco Elysium 1? An entirely new, fixed, character? Or a blank slate?

Well, if I were ZA/UM I would make an entirely different thing, in another location Of the same world, with another story and another hero (and combat!) connected to Revachol only through hints. Thankfully I'm not ZA/UM. Kasparov ?
 

Lord_Potato

Arcane
Glory to Ukraine
Joined
Nov 24, 2017
Messages
11,082
Location
Free City of Warsaw
Fixed protagonist, but not necessarily Harry (whom you can tweak during chacter creation). It's easier to craft memorable and engaging story with a character who already is someone in the world.

Location? Maybe Revachol during the revolution. Or one of the other states. The lore is rich enough for many worthy settings.
 

Xamenos

Magister
Patron
Joined
Feb 4, 2020
Messages
1,256
Pathfinder: Wrath
I'd like to see the hinted coming revolution explored, probably as a civilian caught in the middle.
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,231
I'd like a heavily pale-traveling involved, with much more exploration value game even if all intermediate places were portrayed far less detailed than it was done in OG. And not just to make PS:T likeness more glaring, mind you.
 

Verylittlefishes

Sacro Bosco
Patron
Joined
Sep 14, 2019
Messages
4,968
Location
Oneoropolis
Well, I sure would like to see about the Revolution but also about some distant lands of the same world. Pale navigation (akin to Sunless Sea?) would be nice even as minigame. Jamrock DLC would be nice addition (though if this Cut is Final, I think that won't be the case).
 

KVVRR

Learned
Joined
Apr 28, 2020
Messages
666
I've grown very attached to Kim and Harry to let them go, but realistically what could they do with them, besides Harry's mind slipping yet again like it's implied has happened before in the end of the game? A lot of the appeal came out of not knowing who he was and slowly unveiling it all until the final dream.
Thinking on it for a bit I would actually like playing as a pregnant woman like it was suggested before. It would give you a LOT of material to work with if you wanted to give the player the option to be a complete and total fuckup again, which is very very fun.
As for the setting you could really just place it anywhere new, hell even with Harry or Kim you could realistically just make an excuse to visit a new place if you wanted to - just make sure the case is interesting if you go with a detective story again.
 

Testownia

Guest
I want the continuation of the story. Waiting for news on the next game.

I'm pretty sure that the next will be same setting, but different story. I mean, dude, they got a whole unique world unexplored and you want them to do sequel about cop in some disctrict of some little city?

Yes, because the game is basically a prologue, an origin story about how the Last Hero of Revachol was made.
 

Testownia

Guest
I've grown very attached to Kim and Harry to let them go, but realistically what could they do with them, besides Harry's mind slipping yet again like it's implied has happened before in the end of the game? A lot of the appeal came out of not knowing who he was and slowly unveiling it all until the final dream.
Thinking on it for a bit I would actually like playing as a pregnant woman like it was suggested before. It would give you a LOT of material to work with if you wanted to give the player the option to be a complete and total fuckup again, which is very very fun.
As for the setting you could really just place it anywhere new, hell even with Harry or Kim you could realistically just make an excuse to visit a new place if you wanted to - just make sure the case is interesting if you go with a detective story again.

To be fair, you can basically admit to Kim you were pretending this entire time to have amnesia.
 

Salvo

Arcane
Joined
Mar 6, 2017
Messages
1,423
I wonder if the differences between release and this version are going to be large enough to warrant a playthrough. One of DC's biggest flaws is that there's not really much replay value. We'll see, I guess, it's not like there's a lot of stuff to play right now.
 

Kasparov

OH/NO
Developer
Joined
Jun 10, 2016
Messages
930
Location
ZA/UM
There's more stuff out there, but a lot of is about Disco Elysium the Console Game. Google at your own peril.

Disco Elysium is getting even more political
We chat to ZA/UM about political vision quests, accents and listening to your clothes.

SxKZD8K6PWNBiFwAybasvS-320-80.jpg


Disco Elysium, our 2019 Game of the Year is poised to take its final form this month. More quests, a new location and full voice acting—over a million words—makes it a hefty free update. The response from players, says lead writer Helen Hindpere, is a big part of why the team is returning to Revachol and its amnesiac detective. They embraced the way it dove into challenging subjects, and ZA/UM wants to give them even more.

"It seems that, oddly enough, people do like politics in their games—especially when it’s offered as a way to shape your character in a RPG."

Politics seeps into every part of Disco Elysium, and your journey through Revachol's ideologies is just as meaningful as the main story, but it doesn't really get its own conclusion. Political vision quests will cap that journey by exploring these ideologies even further, while also putting your dedication to your chosen ideology to the test.

"Each vision quest comes to a point where players are encouraged to stop and reflect on where the quest is leading them," says Hindpere. "Are the solutions offered by your fellow ideological companions tangible enough? What is the best way to leave your mark on the world?"

Disco Elysium's biggest puzzle is your forgetful detective's identity, so ending your political quest with a final moment of self-reflection feels appropriate. The mark you leave on the city is tangible, too. The map will physically change, explains Hindpere, "as a sort of direct metaphor of the way politics has the power to shape the world." You'll be able to customise the statue looming over the traffic jam, for instance. Along with the world, you'll also be able to tweak yourself, finding new clothes and ways to earn XP.

This has also been an opportunity for the team to address a criticism some players had: that political dialogue options often took things to comical extremes. It's fitting for a game with such an eccentric protagonist, but ZA/UM decided to give the vision quests more "heartfelt and serious" moments, and more nuance. There's room for the detective to grow and mature by the end of them. But there will still be laughs, Hindpere promises.

Different strokes
What's also reassuring is that these quests aren't being forced into the same mould, even if they have some common themes. The ultraliberal path lets you build a personal brand, for instance, while the communist track inspires you to begin a movement. They have different lengths, though, and some are chatty, some are more visual, and one of them will take you to a new hidden location. It's an urban area, which Hindpere says reminds her of Berlin. She doesn't give away much more about it, but adds that it's accompanied by a new track from British Sea Power, which she describes as "hopeful and strong, like the mammoths of history marching through time". That will be a new experience for my ears.

British Sea Power actually put together two new tracks, Advesperascit and Ignus Nilsen Waltz, and you can listen to both of them now.

Every quest will have unique elements like characters you won't be able to chat to otherwise, so your choices will lead to an even more distinct journey—you'll have yet another reason to return and try a different ideology on for size. And like most of Disco Elysium's cast, these new characters will reveal more facets of your personality, making things bubble to the surface that can potentially change how other conversations play out. This way, their impact lingers even once you return to the original story.

Kim Kitsuragi will join you on these new quests and will of course have plenty to say about your misadventures. It wouldn't be right if we couldn't bring our BFF. He's not the only character who's been expanded, either, and the new conversations aren't exclusively related to just ideologies.

"I've described these new bits as political vision quests, but in a very Disco Elysium fashion the conversations won't revolve around a single topic," says Hindpere. "You'll be talking about love, sexuality, hope, ambition, and even about certain geological features specific to our worldbuilding. There's an opportunity to get close and intimate with characters who have thus far seemed unapproachable. Let's say that once you share the same ideology many barriers disappear, allowing you see a different side of many important characters."

Every character, new and old, has been given a voice. Every line is spoken, even when it's just your subconscious, which serves as the game's narrator and constant companion.

"Anything that needs to be narrated went to an actor called Lenval Brown," says voice director Jim Ashilevi, "and Lenval Brown is sort of the backbone of Disco Elysium: The Final Cut. His voice is going to carry you through the whole journey. His voice is the voice you're going to hear in your sleep, as you play Disco Elysium."

Speak your mind
Brown's contribution took eight months to record, amounting to a whopping 350,000 words. On his own, he's responsible for about a third of the entire game. Your subconscious has a lot to say. And from what ZA/UM has shown off, his performance is spot on. Deep and gravelly, it's slightly menacing, but also authoritative, because your subconscious knows what's going on even if you don't.

"Recording one million words during a pandemic hasn’t been easy—there’s been countless last minute rescheduling emergencies, plus the added strain of working over a distance," says Hindpere. "But I’m very proud of what we’ve achieved. The outcome feels lush and colourful—it’s a pleasure to walk around in this babel of voices and discover what the actors have added to the script."

Revachol is an interesting city to listen to. It's a city full of cultures coming together and occasionally clashing, and the accents of the characters reflect this. ZA/UM uses those accents to bring out certain traits. Hindpere mentions that John Steinbeck's influence on the character is why Titus Hardie had to be American, and loud-mouthed Cuno just wouldn't be the same without his Scouse accent. You might be happy to know the abrasive urchin no longer sounds like he's talking inside a steel drum, but he still sounds like Cuno.

There are 284 characters with voice lines in Disco Elysium, though Ashilevi notes that not all of them are human. There's your "horrific necktie", for instance, which the director adds "will have some things to say from time to time." The horrific necktie is voiced by the same person as the reptilian brain and limbic system, Mikee Goodman, which chatter away while you sleep. In the original version, they ended up being two of the most memorable voices, so I've got high hopes for the necktie. Like Ashilevi, Goodman also serves as a voice director. The team don't all give performances, but many of them do work in other creative disciplines beyond their role at ZA/UM.

"We're not a classical videogame studio," says Ashilevi. "ZA/UM is an art collective. I would say we maybe have more in common with the Wu-Tang Clan than your average videogame studio. Meaning, much like the Wu-Tang Clan, all of the members of ZA/UM have their own creative careers going. And then, when we come together under the umbrella of ZA/UM, that's when we create the best works of our lives."

You'll be able to take a trip to updated Revachol from March 30, when Disco Elysium: The Final Cut launches. If, however, you fear change, you can pick your VO mode, choosing to play with only the original voice acting, the new stuff except for the narrator, or the whole lot. And then that's it for Disco Elysium—it'll be complete. I'm looking forward to my revisit, but I'm even more excited about what ZA/UM's planning next.
 
Last edited by a moderator:

commie

The Last Marxist
Patron
Joined
May 12, 2010
Messages
1,865,260
Location
Where one can weep in peace
Divinity: Original Sin Project: Eternity Divinity: Original Sin 2
Disco Elysium: The Final Cut classification rejected in Australia
The extended edition of ZA/UM's RPG was due to release on PS5 and PS4 in the country on March 30

The Australian Classification Board refused the classification of Disco Elysium: The Final Cut, the expanded edition of ZA/UM's hit.

Classification is refused for games that "depict, express or otherwise deal with matters of sex, drug misuse or addiction, crime, cruelty, violence or revolting or abhorrent phenomena in such a way that they offend against the standards of morality, decency and propriety generally accepted by reasonable adults to the extent that they should not be classified," the board said.


Disco Elysium depicts drugs and alcohol addiction -- in 2018, GamesIndustry.biz talked to ZA/UM lead designer and writer Robert Kurvitz about the studio's exploration of alcoholism.

Disco Elysium: The Final Cut was due to release in Australia on March 30 on PlayStation 5 and 4, and on the Xbox family of consoles and Switch later this year, marking the title's debut on consoles.

https://www.gamesindustry.biz/artic...inal-cut-classification-rejected-in-australia

Australia will be free from crypto-communist degeneracy.
 

Larianshill

Arbiter
Joined
Feb 16, 2021
Messages
2,158
Imagine being a grown man, and still having some out of touch boomers deciding what is okay for you to watch or play. Imagine being an australian.
 

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