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

cruelio

Augur
Joined
Nov 9, 2014
Messages
370
Did I find out what happened to any of the factions? What happened to the characters that survived? What even happens to my character? No, you don't. You get to hear from some cops about what they think about what you did and present your case for why you should or shouldn't get to still be a cop.

Have you ever watched a cop film or show or read a cop book? You don't do that kind of shit in them. If anything the ending had more closure than usual.

What kind of stupid argument is this? This is a video game where the only gameplay is making choices, not a film or show or book. Not only do you not get a satisfying ending to the cop solving a case narrative, you don't even get to see what happens because of all the decisions you made. What a fucking moronic thing to say.
 

Van-d-all

Erudite
Joined
Jan 18, 2017
Messages
1,587
Location
Standin' pretty. In this dust that was a city.
Did I find out what happened to any of the factions? What happened to the characters that survived? What even happens to my character? No, you don't. You get to hear from some cops about what they think about what you did and present your case for why you should or shouldn't get to still be a cop.

Have you ever watched a cop film or show or read a cop book? You don't do that kind of shit in them. If anything the ending had more closure than usual.

What kind of stupid argument is this? This is a video game where the only gameplay is making choices, not a film or show or book. Not only do you not get a satisfying ending to the cop solving a case narrative, you don't even get to see what happens because of all the decisions you made. What a fucking moronic thing to say.
Subjectivism. The very fact you want to see a happy end, doesn't mean everyone needs to cater to your needs. You are free to dislike the game for it (and go watch fucking Carebears instead), but the game's creative direction remains true to the genre devs wanted it to represent.
 

cruelio

Augur
Joined
Nov 9, 2014
Messages
370
Did I find out what happened to any of the factions? What happened to the characters that survived? What even happens to my character? No, you don't. You get to hear from some cops about what they think about what you did and present your case for why you should or shouldn't get to still be a cop.

Have you ever watched a cop film or show or read a cop book? You don't do that kind of shit in them. If anything the ending had more closure than usual.

What kind of stupid argument is this? This is a video game where the only gameplay is making choices, not a film or show or book. Not only do you not get a satisfying ending to the cop solving a case narrative, you don't even get to see what happens because of all the decisions you made. What a fucking moronic thing to say.
Subjectivism. The very fact you want to see a happy end, doesn't mean everyone needs to cater to your needs. You are free to dislike the game for it (and go watch fucking Carebears instead), but the game's creative direction remains true to the genre it wants to represent.

Find where I said I wanted a happy ending. Get back to me.
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,558
I'm about halfway through the game with 15 hours, so should probably clock 30 hours to finish. It would probably be 20 hours to finish if the game didn't try to to artificially slow the player down with retarded map movement, snail pace running speed, everpresent plot-gating and constant backtracking through sequences of loading screens that take eternity.
 

Egosphere

Arcane
Joined
Jan 25, 2018
Messages
1,926
Location
Hibernia
Btw, people should really temper their expectations for a za/um game with tactical combat, or any combat for that matter. DE was made by a team of 20 people working for a few years, yet it's still one of the most static rpgs out there. All of the npcs are stationary. Nobody patrols the streets. Since there's no combat, the npcs are never forced into changing their location. All animations/events are completely scripted, which is what gives the game such polish. Yet, even with such constraints, the health and morale systems feels superfluous and unnecessary and have no impact on how you approach each situation. If Zaum made a game with combat, I'd expect it to follow a jrpg template where you just cycle through your party members and chose an attack for each one, sit through your enemy's turn, repeat.

I think you hit on a valid issue with the game. Some ways of playing are inherently more satisfying. Being a fascist meathead is terrible, because the usefulness of the skills you'd tend to go for with physique/motorics lack utility for the most part (physical instrument, half-light, etc.). The best skill from those stats is perception by a mile, based on my experience. My first playthrough was a 4/4/2/2 specialising in logic, visual calculus, and rhetoric, and it was hugely satisfying amassing information, breaking down people's alibis, and solving the case. Then going inland empire/shivers makes for an amazing Malkavian style playthrough. I can see why your experience would have been painful. Unfortunately, you missed out on a lot of the really great inter-brain battles and input you get from high intellect or psyche - having at least one of those is a must for this game.

I did go with very high shivers (think it was 11 by the end), so I wasn't left completely out of the loop. I did have a mixed reaction to it, though. It's quite nice, but by the end I was skimming over it because it started repeating itself (I think altocumulus clouds came up at least thrice). It's also an inadvertent spoiler generator (like grabbing the flowers on the roof and hearing Shivers tell you that a man picked them). Also, because of the stat system, you can save scum all of the white checks (I think red checks can't be save scummed), so I did pass a couple of visual calculus checks that I had no right to. I reconstructed the ballistics of the shot, for example. I also got the quest from Joyce to find out about the union's drug trade. I convinced Titus to disclose info pertaining to the case with an authority check just by playing dress up. So yeah, my playthrough wasn't short of social interactions or thoughts on the paranormal. Perception was a great skill to have, too. Found a few hidden rooms with it.

This. I said it from the beginning when I said Motorics was a dump stat. There should have been more intimidation checks, some torture, the opportunity to kill/arrest more people, more opportunities to give fines, and the chance for Kim to leave you or try to arrest you because of how terrible you are.

Agreed. What's disappointing is that this wouldn't be an issue if motorics gave you the chance to drastically alter the course of events when the chips are down eg. by shattering the tribunal with your high gun & dodge skills. This doesn't happen though, which doesn't quite gel with the 'countless role-playing possibilities' that were promised.


Honestly no, just no. If you pick a dumbfuck character, expect a dumbfack playthrough. You are a detective, not a beat cop. If you want all builds to be good you end up with Sawyer grade autism, or Numenra's cakewalk. I can understand it's contrary to ZA/UM's game advertising tho, but I'd rather dump it all on the fact they shouldn't've said such things in the first place. If all builds are viable, there's no point in builds.

You're a detective with no badge, no gun and not even a name, but full of drugs and alcohol. You'd expect to be a beat cop in that situation. Except the exact opposite happens. I wasn't a dumbfuck meathead at all. I didn't have many options to simply abuse my power or intimidate people, I did however solve many things that Kim couldn't simply through high perception and interfacing, and also through lucky successes in social interactions just by playing dress-up. I also failed at the one moment where motorics should have given me a considerable advantage over my opponents. If you're saying that expecting 1 stat out of 4 to do what it says on the tin is 'autism', then yes, I'm very much on the spectrum.
 

cruelio

Augur
Joined
Nov 9, 2014
Messages
370
Find where I said I wanted a happy ending. Get back to me.

you not get a satisfying ending to the cop solving a case narrative

Now fuck off scab.

"Satisfying" doesn't mean "happy." The mystery narrative is unsatisfying because it is impossible to solve with the clues you're given. A mystery can still be satisfying even with a downer ending if you can solve it on your own or see how it could have been solved on its own upon reflection on the plot. So what I'm saying in the quote that you've seletectively picked out of context is not only do you get a crappy cop mystery insult to injury you don't even get see the consequences of your choices on the gameworld. Cheers!
 

Van-d-all

Erudite
Joined
Jan 18, 2017
Messages
1,587
Location
Standin' pretty. In this dust that was a city.
Find where I said I wanted a happy ending. Get back to me.

you not get a satisfying ending to the cop solving a case narrative

Now fuck off scab.

"Satisfying" doesn't mean "happy." The mystery narrative is unsatisfying because it is impossible to solve with the clues you're given. A mystery can still be satisfying even with a downer ending if you can solve it on your own or see how it could have been solved on its own upon reflection on the plot. So what I'm saying in the quote that you've seletectively picked out of context is not only do you get a crappy cop mystery insult to injury you don't even get see the consequences of your choices on the gameworld. Cheers!
satisfying
sat·is·fy·ing | \ ˈsa-təs-ˌfī-iŋ \
: producing pleasure or contentment by providing what is needed or wanted :

Happiness is subjective. In your case, you expect the game to show you an ending that compliments your choices; that gives you fulfillment and a sense of closure. A "happy ending" for you.

However, your personal preferences fall on deaf ears in regard of genre and creative direction of the game itself. Overall theme is uncertainty and the lingering unknown. Several aspects of the game, some as basic as mechanics, openly advocate that not everything is meant to be solved, answered and ticked off. As I said, you can argument your dislike towards it, but the ending remains consistent with the game as a whole.
 

Haba

Harbinger of Decline
Patron
Joined
Dec 24, 2008
Messages
1,872,151
Location
Land of Rape & Honey ❤️
Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
"Satisfying" doesn't mean "happy." The mystery narrative is unsatisfying because it is impossible to solve with the clues you're given.

From playing the game, it seems most likely that this is intentional. The writers wanted to take the pleasure of "solving the mystery" away from the player. See my post in the spoiler thread for more detailed analysis.
 

Verylittlefishes

Sacro Bosco
Patron
Joined
Sep 14, 2019
Messages
4,968
Location
Oneoropolis
SteamSpy says DE was bought more than 20000 times now

tbeStDM.jpg
 

Strange Fellow

Peculiar
Patron
Joined
Jun 21, 2018
Messages
4,269
Steve gets a Kidney but I don't even get a tag.
This game doesn't let me roll into town, solve everybody's problems and singlehandedly decide which major faction is to succeed and shape the fate of the entire area for years to come, shit game.

Not a Fallout clone/10
 

Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
People, shut the fuck up about the ending you insufferable faggots.
Px4SPlO.jpg
I'm not saying it's good or that it shouldn't be questioned or examined, I'm saying that I don't want it spoiled you utter and complete fucking mongoloid. There's even specifically a spoiler thread to take your fucking butthurt, go there and bitch about it.

:argh:

Edit:
Luckmann Yeah, there was a retarded post of mine here, I misunderstood you while readin' on the phone, sorry dude :salute:
Fair enough. :salute:
 

Deflowerer

Arcane
Joined
May 22, 2013
Messages
2,090
You know full well that generally speaking companies do not publicise their internal budgets for their projects. Trade secrets and all that.

That kind of secrecy never made any sense to me. There are certainly a good number of notable exceptions who will be happy to talk about their budgets (Feargus when he can, CD Projekt, Swen Vincke, plenty of indies as well).

The game has been funded by a wealthy mafioso investor. There are a plethora of business reasons not to reveal the exact budget.

If the company is domiciled in Estonia, then anyone can see its finances. It's semi-public (you need to pay for the info).
The most benevolent Soros? Seriously though what's the deal here? I've heard some shit here and there but nothing specific.

Margus Linnamäe. More like an Estonian Koch brother. Capitalist swine of the first order.

https://www.aripaev.ee/uudised/2017/07/24/kaur-kenderi-loodud-mangufirmat-rahastab-margus-linnamae

They have other business relationships as well, possibly personal even. This Soros finances ZAUM studio head's brother's business as well.

In any case, he is somewhat of a media oligarch in the country indeed, but that profile actually is a boon to projects like Disco Elysium. Most other investors in the region would look at it from a much more financial and profit oriented viewpoint, while at least on the basis of his investments, he is more flexible.
 

Prime Junta

Guest
In any case, he is somewhat of a media oligarch in the country indeed, but that profile actually is a boon to projects like Disco Elysium. Most other investors in the region would look at it from a much more financial and profit oriented viewpoint, while at least on the basis of his investments, he is more flexible.

The cognitive dissonance is killing me. :argh:
 
Joined
Nov 29, 2016
Messages
1,832
In any case, he is somewhat of a media oligarch in the country indeed, but that profile actually is a boon to projects like Disco Elysium. Most other investors in the region would look at it from a much more financial and profit oriented viewpoint, while at least on the basis of his investments, he is more flexible.

The cognitive dissonance is killing me. :argh:

Do you think maybe that is who a certain container-friend is supposed to be? :lol::lol::lol:
 

Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
In any case, he is somewhat of a media oligarch in the country indeed, but that profile actually is a boon to projects like Disco Elysium. Most other investors in the region would look at it from a much more financial and profit oriented viewpoint, while at least on the basis of his investments, he is more flexible.

The cognitive dissonance is killing me. :argh:
If cognitive dissonance was a fatal condition, we'd have a lot less gommies running around.
honkhonk.png
 
Unwanted

†††

Patron
Joined
Sep 21, 2015
Messages
3,544
I think the game would've been much better without stats, as all checks are based on skills and some of them don't fit in their corresponding stat (examples: Drama fits more for psyche I think, Authority would go well for physical builds but it's a psyche skill, Shivers as a physical skill is only there to provide some clues to dumb cops, perception is exactly the same...). I don't know, maybe even implement some sort of synergies between the skills. It would have been more fun that way IMO.
 

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