Disco Elysium isn’t like other games. Oh sure, superficially, the role-playing game from developer ZA/UM resembles titles you’ve seen before. The isometric third person point of view, the ability to level up various character traits and branching conversation trees are all typical of the RPG genre. However, it’s in the details, the nuance, that Disco sets itself apart and offers one of the most unique and fascinating games in recent memory.
Disco Elysium puts you in the well-trodden shoes of a grizzled cop who has such severe amnesia that he can’t remember a damn thing. Not his name, age, location, purpose or what the bloody hell he did the night before. Full of self-loathing and nameless remorse – not to mention some very chatty aspects of your fractured psyche – you leave the skanky, trashed hotel room you woke up in and begin to explore the city of Revachol. There’s been a murder, you see, and it’s up to you and your straight-laced partner Kim Kitsuragi to solve the mystery before tension in the town boils over into violent chaos. Or, you know, not. Because in Disco Elysium you can pretty much do as you please. Prefer to piss fart about getting trashed on booze and goey? Have at it. Want to become a rabid communist, or a dead-eyed fascist, and blurt political dogma at all and sundry? Knock yourself out. Hell, in a particularly dark turn you can even become a murderer yourself, although it’s heavily discouraged.
Still, freedom is nothing new in RPGs. Where the difference comes with Disco Elysium is the fact that there’s no combat. None. At all. No random encounters, no boss fights, no trash mobs, no secret hidden enemies. While violence does exist, it’s rare and not a game mechanic. No, in this game it’s all about talking, thinking, reaching conclusions, sharing arguments, debating and banging on like you’re being paid by the word. Most conversations will include skill checks to unlock further information, or goals, and your performance in these moments is dependent on which traits you’ve upgraded on your character screen. Shockingly, pleasingly, it works a treat, giving Disco Elysium the feel of reading an engaging, smart and dense (in a good way) novel that lets you bumble through the narrative, trying to get the best result.
The uniformly excellent writing is buoyed further by the gorgeous aesthetics and design sensibility of the game, which drip with grime and despair, offering locations so vivid you can practically smell them. Smart, incisive dialogue pairs with the otherworldly score and the brilliantly realised characters will keep you guessing about the game’s numerous mysteries and conspiracies right up until the end.
Disco Elysium is smart, surprising and utterly engrossing. Get ready to spend 20-30 hours in a gorgeous, painterly world in a twisted tale that brims with both menace and wit, a dreamlike stroll through a world unlike any other and a stunningly satisfying video game that will stay with you long after you’ve woken from its surreal embrace.