Easily one of the best RPGs of all time, but also literary gold. This game is on par with some of the best games I’ve played, and also, some of the best books I've read. The game is currently hailed as the spiritual successor to the cult classic, Planescape: Torment, and for good reason, but I would go as far as to say Disco is superior. People tend to compare games like Disco and Planescape to books, and I agree, but Disco embraces it’s own literature much more than its precursor, and diverges in a big way from most RPGs, in deciding to cut the fat by omitting the presence of traditional RPG combat. This is an ambitious idea for a cRPG, and it might be a turn off for some players, but I think it pays off well, because the result of this decision is a breath of fresh air. It stands out as a completely unique and refreshing experience in a genre where the player mowing down thousands of their enemies and proceeding to take their loot is the norm (nothing wrong with those games). That’s not to say the game is devoid of confrontation or violence, because there is plenty of that, it’s just done through text and skill checks, and it’s done really well. If you’ve ever read a book and you get to an intense, heart-pounding moment, and you’re reading as fast as you can, frantically flipping the pages to reach the outcome of a high-stakes situation, you will understand that the lack of traditional “combat” in Disco doesn’t mean the game is a sit back and relax experience, the game is full of tension, and at many points the story will have you sitting on the edge of your seat, hoping that you pass your next skill check, scared, excited, happy or sad, angry or satisfied, but ultimately, engaged.
The effort that was put into the worldbuilding and authenticity of each individual character, but also the authenticity of the player character and his partner, Kim, is where the game is the strongest, and it leads to a sense of immersion I have never felt in a text driven game. Each character is incredibly unique and they all have their own perspective on the world around them. This is the best way to learn about the world of Disco, by listening to the varying opinions of the citizens of Revachol, and it mirrors real life in many ways, because most of the opinions we form are based on people, the opinions they hold, and the things they say, do, or write. You are rarely being hand fed information about the world, to learn about it requires you to ask questions. Every character you meet lies on a broad political spectrum, from far-left, far-right, to the moderate, middling, fence-sitter. What makes this even better is that you can mold your player character to lie anywhere on this spectrum as well. This is an example of choice that most modern RPGs lack, and the result gives complexity to the player character. The player’s skills are also more than meets the eye, and I would also go as far as to categorize the player’s skills as characters. Your skills will constantly talk to you, building lore, arguing with each other, and breaking down complex ideas. This makes it easier to determine who you want your character to be, and however wild the dialogue option might be, it will rarely feel out of place, due to the wild storm of thoughts that rages on inside the mind of the player character. In this way, Disco is different from other RPGs, not with the ludicrous and radical things you have the choice to say, but to think. I’ve seen plenty of crazy dialogue options, but never before have I seen in an RPG a first person perspective into the mind of the player character, while also allowing the freedom to choose what your character thinks. It’s an ambitious step that results in even more depth when it comes to building your character.
For a genre that has its roots in fantasy, Disco is extremely loyal to what makes an RPG an RPG, without submitting to the fantasy genre the way most RPG’s do. I love fantasy, but I think Disco’s world is so refreshing because of how similar it is to our world. Revachol has an incredibly rich and depressing history, and the people that live there are downtrodden and socioeconomically stunted, and it isn’t because a dragon burned their crops and ate their livestock, it's due to a long chain of historical events, paired with the fact that the people in charge of the city want it that way. RPGs rarely tend to hit this close to home, and that's what makes the game so refreshing. Sure, the game can be fantastical at times, but nothing far from the realm of reality. Most of the time, the game chooses to portray a gritty reality, with real life roots, historical and modern, and the game is better off for it.
The story puts you in the shoes of an amnesiac detective, with little knowledge of the world or his past. His story is profoundly interesting and heartbreaking, it will make you contemplate decisions you’ve made in real life, but at the same time, manages to be incredibly funny, uplifting and motivational. The main character’s story, the story of the case, and the story of Revachol are all intertwined into an impressive triple narrative. The case will leave you with your head spinning, it’s very unpredictable, and you will constantly be throwing your predictions out the window until you really enter the mindset of this fictional detective, and only then the case unfolds in an incredibly climactic way. The scale of the case, the twists, turns, and lies, is masterfully done, and attempting to solve it with your crime-bro Kim is one of the most gratifying experiences in gaming. Each side quest is amazing, and crafted with care, so I would recommend doing every single one.
The relationship between the player character and his partner is one of the most compelling relationships in any piece of entertainment that I’ve consumed. It rivals, and even exceeds some of the relationships between the player character and companions in BioWare’s old games (the good ones), which are considered to be the gold standard for companions. The game also gives you the choice of turning your relationship with Kim into a trainwreck, and it’s choices like those that define Disco, in a genre where player choice is being strangled to death by the current trend of RPGs. Don’t expect 100 different endings though, Disco aims to tell a story, and it delivers, it’s mainly the experiences you undergo throughout the journey where choice is the strongest.
The game is quite heavy on the reading side, but if you are intimidated by it you should understand that the way the text is fed to you is incredibly accommodating, and that’s due to the way your skills summarize complex ideas. Digesting a complex political, historical, economic, or philosophical concept is made easy by your skills, they will break down everything to the point where I believe anyone can play this game and enjoy it, you don’t need to be a part of a book club or own a library card to understand the concepts the game throws at you.
The soundtrack is phenomenal. The melodies you will hear range from melancholic and sorrowful that will immerse you in the world and story, to hardcore bass fueled “nightclub” music that will help you understand the taste in music some characters have, to showdown music pulled straight from a western.
All of these amazing aspects culminate in the best detective-fiction I have ever experienced, some of the best worldbuilding and characters I have ever witnessed, and one of my most memorable adventures in gaming. I think there are too many things this game does well for someone not to enjoy it, and the experience is also very streamlined for a cRPG. I previously said that it’s one of the best RPG’s of all time, but I honestly think the game transcends not only the RPG genre as a whole, but video games as well. Disco Elysium is art, in its purest, most genuine form, and stands as one of the most beautiful and defining experiences of my life.