Disco Elysium Detect-All

After hearing all the rave reviews for Disco Elysium, I bought it in the Steam sale, tested it out this afternoon ... and immediately know that I have to play more of this game. And I was shocked to see that, despite all the love it's seen here so far, it doesn't have its own thread!

I've done very little so far: made a build, explored my small apartment, and talked with the woman outside...

Spoiler:

When presented with an opportunity to give her "the look," I did --but my charm was low enough that I could only manage to say "I want to have f*** with you." I loved that she confronted me, and I had the opportunity to either back down or own it (and I totally owned it).

I'll probably rethink how I want to build out my guy, and start over later on. More to come!

The day this comes to console I'm gonna take that drunk detective on one hell of an adventure! All the while enjoying the internal battle of his different personality traits.

Chuffed that its ranking in the upper echelons of a lot of Goodjers GOTY 2019 lists.

DE is my 2020 purchase that I expect to look back on as the 'why did I wait' award. Why? Because I really need to trim down my pile first. Which I do. On the plus side, I think this is the best I've done at avoiding the Winter Steam Sale thus far. Only one dip for ~ $ 1.99, thus far.

Thanks for creating the thread! For now, let me cross-post from the GOTY thread:

1. Disco Elysium (PC)

Why is Disco Elysium often considered the better spiritual successor to Planescape: Torment, and not Tides of Numenara - the game actually developed by the same people? Because Torment towed the line a bit too much, and Disco Elysium did away with whatever holy cows they needed to slaughter. No tacked-on combat system but still fun ways to fail, a universe that feels unique but still familiar, and most of all: a main character that's more interesting than the NPC's. That's not to dismiss amazing sideshow Bobs like Kim or well anyone else. But the internal monologues within your PC are such a perfect solution to the empty shell issue main game characters suffer from. And like it's spiritual father (mother?), it's greatest strength as a storytelling game is how the game mechanics intertwine with the story in such a graceful and unpredictable manner. This might be the best RPG I ever played.

Thanks for reminding me about Disco Elysium. As a big fan of Planescape: Torment, Disco Elysium is high on my list of 2020 titles to play.

So I'm not very far in. Probably around 12:00 p.m. on Day 1, I've explored the building where you start, and good chunks of the crime scene. But I thought I'd offer up some of the things I've learned about the game's systems, here (no spoilers), for anyone considering the game. I don't know about you all, but whenever I am faced with a character creator, I always start a few times so I can figure out how the skills I've chosen will actually affect the way the game plays.

Here, there are four categories of skills, with seven skills ineach category. The categories are, essentially, physical, motor skills, intellect, and psyche. Each category starts at a rating of 1, and you have up to 8 points to distribute between them. So, for example, I wanted to make a character that's very smart and emotionally savvy, but with a low physical aptitude. I gave him 4 intellect, 4 psyche, 2 physical, and 2 motor.

Those ratings do two things: they're a baseline modifier for skill checks, but they also create a ceiling for how many points I can put into each skill. So, for instance, with a starting 4 intellect, I can put up to 4 skill points into "encyclopedia" [my ability to recall facts] during the game. But with only 2 in motor, I can only put 2 skill points into perception. It appears you get 1 skill point for every experience point you gain. You can also designate one specialty skill at character creation: that skill gets +1, and then everything else in the family has its cap raised by one. I picked perception, which gives me a free skill point, then raises the cap on all "motor" skills from 2 to 3.

All of this affects skill checks within the game. Those are done on a roll of 2d6 + a modifier, which combines your baseline, any invested skill points, your gear, and your "thoughts" [like my character gets a bonus to authority vs. men, because he's a feminist]. There are active checks: some of these can be retried if you fail; some are one-time-only [and risky]. But -- and I love this part -- there are lots of passive, background checks that treat the skills like personality traits which offer extra information or try to steer your behavior. I see a lot of those background checks from my mental and social skills, but practically none from my physical and motor skills. So presumably, if I made a different type of character, I would see a bunch of different prompts, and different aspects of my personality would be weighing in.

I just helped someone out and they gave me a fedora.

I first thought that replayability of this game lied in leaning into communism/capitalism/fascism/... the second playthrough. But honestly, I feel like I'm just getting to know our main character and finally know how to roleplay him. I think my next play (whenever that will be) is going to be a full-on drug trip.

I've been playing it through the lens of wanting to heal our protagonist (kick the habit(s), rehabilitate somewhat as a copper) but I'm letting the wackiness shine though as I get further into the game.

On the downside I just kicked a trashcan and died of a heart attack.