Disco Elysium is a Ground Breaking Game

disco

The game was originally called “No Truce With The Furies” and has been developed by ZA/UM studio. Zaumism was a movement primarily involved in visual arts, literature, poetry, art manifestoes, art theory, theatre, and graphic design, and concentrated its anti war politic through a rejection of the prevailing standards in art through anti-art cultural works. Zaum activities included public gatherings, demonstrations, and publications. The movement influenced later styles, Avant-garde and downtown music movements, and groups including surrealism, nouveau réalisme, Pop Art and Fluxus.

Point and click adventure games feature fairly low down my genre list, so I didn’t even look at Disco Elysium until it started appearing on so many game of the year lists. Then it started appearing on game of the decade lists and I paid attention, sighed and threw down my wallet. What’s the big deal I thought. Is it is a gimmick? How does such a niche genre garner the title of masterpiece. What’s the trick?

Disco Elysium IS a masterpiece, there’s no doubt about it in my mind, having completed the game in approximately 35 hours across 5 days. I’m not going to write a thousand words on this one (which is a change for me), because I think it’s hard to capture what the game is about even with ten thousand. I don’t have the wit or writing skills of the creators of this game, I can’t conjure up something clever to convince you, and I’m far behind thousands of other reviewers who have already told you what I’m telling you. You’ll just have to trust me. Play the game.

Disco Elysium is without a doubt, the best written game I’ve ever read. It is also the most in depth, with believably broken characters. Not the caricature of the noire detective, but a genuine man so broken I can see him stand before me and feel his pain. It’s not just the main character though, it is every single character I encountered and that’s what makes this game really shine – how complete it is. It is every setting, it is every thought, it is every action. The gameplay itself is standard point and click; you click things, you read about things, you talk to people, you read more about things, you equip things which increase your stats to complete tasks (which naturally, you read about) and you move the forward story. It sounds mundane when the gameplay is broken down, but the world is crafted so perfectly that you simply cannot fail to be immersed and invested.