The GWJ CRPG Club - Game 14: Disco Elysium (In Progress)

gewy wrote:

Random image I stumbled across. Seems likely to be accurate in my case.

Genuine lol for that. The first mindset is exactly how I've been approaching this guy. Granted, I've barely had any time to play at all and am still on day 1. Am still mosying around the body trying to figure what I actually can do without embarrassing myself, which is not much. I almost died trying to hop a ledge last weekend. It was glorious.

I did tie trying to hop that ledge.

Alien Love Gardener wrote:

On a basic mechanical level, it's just: express a political opinion that aligns with communism/fascism/ultra-liberalism/centrism X number of times and you get the option to opt in to that point of view.

Just yesterday I accidentally pulled off a hat trick: in a single long-ish conversation, I hit the thresholds for Communist, Fascist, and Ultraliberal thoughts.

I did that too, but Communist, Capitalist (is this also "Ultra-liberal"), and Moralist.

I don't take unlocking those thoughts to mean "now I'm a communist," but rather, "am I a communist?" I think our guy is just thinking it over, finding those thoughts interesting -- at least until they're internalized.

LastSurprise wrote:

I did that too, but Communist, Capitalist (is this also "Ultra-liberal"), and Moralist.

I don't take unlocking those thoughts to mean "now I'm a communist," but rather, "am I a communist?" I think our guy is just thinking it over, finding those thoughts interesting -- at least until they're internalized.

Ah! I didn't consider that. More of an invitation than a judgement?

*thinking*

LastSurprise wrote:

I did tie trying to hop that ledge.

I chickened out when I was atop the wall, damn my lack skills in those areas!

I've had a wee break. I went and dabbled with Subnautica. I had a fair few video game free days. I'm now pondering on whether to delve back in with the existing save file, or to begin anew.

I've accepted that this one landed short of expectations, well short, but that it still has a lot to appreciate. And whilst it's more adventure game than anything, the RPG mechanics are in there, and they're quite good.

I'd like to see if my opinion could change with more progress, and with tidier progress.

Godzilla Blitz wrote:

I wasn't playing the game through a political lens, and so I think a good number of political choices that I made weren't really clear to me. I didn't see a particular choice as a "communist" choice, so much as the choice that resonated with my character. Then when the game came back to me and said I was fascist or whatever, I was confused as to how I got there.

This also got me a few times. I'd be pulled out of the amnesiac mystery, detective solve-all, introspective thought novel, addiction temptation, every now and then with a prompt on political relevance, or political ratification. Huh? What? There seems a tedious link for how most everything may be political. Whilst I was trying to navigate the presented choices from a character standpoint, per empathy, per logic, per ambivalence.

Godzilla Blitz wrote:
LastSurprise wrote:

I don't take unlocking thoughts to mean "now I'm a communist," but rather, "am I a communist?" I think our guy is just thinking it over, finding those thoughts interesting -- at least until they're internalized.

Ah! I didn't consider that. More of an invitation than a judgement?

*thinking*

I neither considered this. It's a great observation. Thanks!

I forget that our protagonist has amnesia on occassion. It can seem he has a grasp on things, until it seems he doesn't once more. On top of conflating my own thoughts with those of our protagonist (per role) should I forget he's no mere avatar.

Perhaps I'll go the notebook route, and have 'amnesia' and 'thought queries' underlined at the top. Along with a role blurb.

I'll get back to this over the weekend. I'm really enjoying it but yeah it hasn't quite hit the heights of masterpiece yet but I do think the writing is some of the best ever in a videogame. There's a lot of other things to really like, the structure of how different quests or locations/bits of the environment reveal themselves, the traits that can open or close so many avenues of exploration or finding out information from NPC's.

It's definitely a slow burn & I've never really been one to be extremely invested in anything with heavy political themes - unless House Of Cards counts :p - but I do appreciate the detail all the same. It's seems no topic isn't thoroughly delved into, at times perhaps losing a players engagement somewhat, especially if it's a topic they aren't really interested in. You can opt out of a lot of dialogue as well so you can leave the questions or choices & conclude the conversation I suppose. It's still some achievement & I've played nothing like Disco Elysium, which counts for a lot too.

I just finished P5 Strikers, so I think I'm going to be diving deep into DE over the next week or two!

I also want to get back to Tyranny after I finish DE, and I can see that it will be very interesting to compare the two. Tyranny seems to be trying for some of the same freedoms in character design, and wide variety of ways you can affect the world, that DE pulls off really well.

LastSurprise wrote:

I also want to get back to Tyranny after I finish DE, and I can see that it will be very interesting to compare the two. Tyranny seems to be trying for some of the same freedoms in character design, and wide variety of ways you can affect the world, that DE pulls off really well.

I restarted Tyranny last night and was thinking about this exact thing. Both games have that core element of being able to play through the content in vastly different ways, with different moral compasses.

Along those lines, for those have have finished DE, I'm kind of curious about one of the late game events.

It's a MAJOR SPOILER, so I'd recommend not reading it if you haven't finished the game.

Spoiler:

I'm curious to hear what happened to other people at the Showdown in front of the hotel between the Coalition agents and the Union crew, when Katsuragi and Harry step in the middle of the confrontation.

My encounter went totally sideways right from the start. I missed a 92% chance success roll, and that got Lizzie the lawyer killed and the shots flying. My character was a physical incompetent, and two of the three subsequent rolls were based in really low skill areas. We made the first roll, but failed both physical rolls.

That meant that almost all the Union guys (except for two of them) died in a shoot out, and Harry got shot twice. Fortunately, Harry had an easy (97% success chance) reaction that saved Katsuragi before Harry blacked out.

Harry woke up two days later in his hotel room, with Katsuragi waiting at his side, and the adventure continued.

I've heard that Katsuragi can actually die in this scenario and get replaced by Cuno, of all things, and that got me wondering how the Showdown turned out for everyone else.

I wonder what my wife's reaction is gonna be, because starting tomorrow I'm gonna be randomly blurting out "HARD CORE TO THE MEGA" throughout the day.

Man, those boots! Trying to get them has been very tough; spoilers for my process so far.

Spoiler:

So obviously, I have to steal them when Kim isn't around. On day 2, I had Measurehead take the body down from the tree, but then waited to start the autopsy. In part, because it was late in the day, and in part, because I knew there was that thought which gives +10 XP per Encyclopedia passive, and I thought the autopsy might have a bunch of those.

I snuck out after Kim went to bed, but, the game wouldn't even give me the option to take the boots. The dialogue option doesn't even show up until we interact with the body and acknowledge it was taken down.

Reload. Acknowledge the body. Put the autopsy on pause. Sneak out after bed. Nope! Still can't. My inner voice advises me that the safest time to steal the boots is after the autopsy and before the body is sent to processing. I am given no option to disobey. This seems odd, as couldn't I always blame it on some nighttime scavenger?

Reload. Went to sleep, leaving the body in the yard. Woke up, got the Wompty-Dompty thought, started & finished the autopsy. KIM's going to transport the body? And he'll be gone for the whole day? Well now. I can either abandon the boots, or wait a whole other afternoon, then have Kim gone for day 4. I don't like either of these options, honestly -- but I feel like I'm all in on the boots, now.

But it feels like the fourth wall is breaking down a bit, here. If Kim is the one transporting the body, what's the difference between stealing the boots before the autopsy -- when Kim would notice them missing -- and stealing the boots after the autopsy and before the body's bagged -- when Kim would notice them missing?

Also, with a full thought cabinet, I finally abandoned one of my thoughts: the Volumetric Sh*t Compressor. It seemed to serve no more useful purpose: I wasn't at risk of throwing up at all, during the autopsy, nor did I see any risk of vomiting when I found that other dead body

Spoiler:

on the pier, south of town.

It's gone, in favor of the Homo-Sexual Underground. Curious to see where that leads.

Uh oh. I peeked at a vision quest guide and

Spoiler:

It sounds like I need to solve the church mystery to finish the Moralist vision quest. I solved that mystery on my first playthrough and I was assuming I would skip it this time. It's a bit of a heavy lift for my 1-intellect himbo detective. Pass the cigarettes; I need that bonus.

Agathos wrote:

Uh oh. I peeked at a vision quest guide and

Spoiler:

It sounds like I need to solve the church mystery to finish the Moralist vision quest. I solved that mystery on my first playthrough and I was assuming I would skip it this time. It's a bit of a heavy lift for my 1-intellect himbo detective. Pass the cigarettes; I need that bonus.

Ha! Based on some poking about the Internets, I appear to not have finished a vision quest. No worries, still had a great time.

Well, I just put Titus Hardie in his place, and

Spoiler:

found out the truth about Lely's death

.

It feels like I've just crossed from Act 1 into Act 2, but I also have no idea if that's a good analogy, or how many acts there are. Still, the case has gotten more interesting -- and clearly needs a superstar to solve it!

Nice work, LS! I think you are just the superstar to crack the case!

I finished the Moralist vision quest after doing some annoying backtracking. You can't complete once you pass the point of no return. Don't read if you're going to do it yourself:

Spoiler:

It started with me realizing that the best way to address all the problems in Martinaise, Revachol, even the world itself, was for someone to form a committee to take *responsibility*. If no one else was going to do it, I was.

Then I found out through a Coalition bureaucrat that such a committee already existed. Great! I had to get in touch with them. Moralist-types love committees apparently.

Amusingly, when Egg Head found out I was a moralist, he began enthusiastically greeting me with "MEDIUM CORE!" and "INCREMENTAL PROGRESS, YEAH!" to reflect my centrist leanings.

It ended with my detective standing on top of the statue of King Filippe III, which my anodic dance music buddy had jury-rigged into a radio antenna. I successfully contacted the nearby Coalition Warship Archer and chatted with a nice signalwoman about Moralism and the Coalition's goals for Revachol- apparently a transition to full democracy within my lifetime, maybe... hopefully... they can't say for certain. They told me I could fill out a form to contact the Committee and I could expect a reply within a few weeks or months.

When I told them about the anomaly though, that got their attention and they dispatched an aerostatic shuttle to immediately pick me up. I was whisked away from the top of the statue, never to be seen around here again. Presumably I offered my services to the Committee of la Responsibilite- much more important than a simple murder investigation. Game over. Achievement unlocked. Time to reload.

This vision quest seemed to be a bit of an absurd political satire. I haven't spoiled myself on the other ones, but wouldn't be surprised if they take the same tone.

PC patch is out, I think

gewy wrote:

I finished the Moralist vision quest after doing some annoying backtracking. You can't complete once you pass the point of no return. Don't read if you're going to do it yourself:

Spoiler:

It started with me realizing that the best way to address all the problems in Martinaise, Revachol, even the world itself, was for someone to form a committee to take *responsibility*. If no one else was going to do it, I was.

Then I found out through a Coalition bureaucrat that such a committee already existed. Great! I had to get in touch with them. Moralist-types love committees apparently.

Amusingly, when Egg Head found out I was a moralist, he began enthusiastically greeting me with "MEDIUM CORE!" and "INCREMENTAL PROGRESS, YEAH!" to reflect my centrist leanings.

It ended with my detective standing on top of the statue of King Filippe III, which my anodic dance music buddy had jury-rigged into a radio antenna. I successfully contacted the nearby Coalition Warship Archer and chatted with a nice signalwoman about Moralism and the Coalition's goals for Revachol- apparently a transition to full democracy within my lifetime, maybe... hopefully... they can't say for certain. They told me I could fill out a form to contact the Committee and I could expect a reply within a few weeks or months.

When I told them about the anomaly though, that got their attention and they dispatched an aerostatic shuttle to immediately pick me up. I was whisked away from the top of the statue, never to be seen around here again. Presumably I offered my services to the Committee of la Responsibilite- much more important than a simple murder investigation. Game over. Achievement unlocked. Time to reload.

This vision quest seemed to be a bit of an absurd political satire. I haven't spoiled myself on the other ones, but wouldn't be surprised if they take the same tone.

Looks like I got about halfway through that quest before setting off past the point of no return.

Just out of curiosity, for those of you who've finished, how many days did it take you? I was intrigued by all the hints that all hell will break loose soon, and googled how long the game takes. No content spoilers, but:

Spoiler:

10 days, though the Google search hinted that you could finish more quickly

.

I'm at nighttime on day 3, right now.

My first playthrough I think I finished around day 7?

Just in case, I'll spoilerize this. It's a slight spolier.

Spoiler:

Mine was on Day 6, but it probably took me 80% of my time to play days 1-3.

That’s really interesting! I definitely feel like these days have been taking a long time to get through, and I also feel like the plot is picking up. So I wonder if the next few days will feel like they pass more quickly.

LastSurprise wrote:

That’s really interesting! I definitely feel like these days have been taking a long time to get through, and I also feel like the plot is picking up. So I wonder if the next few days will feel like they pass more quickly.

Anything I say would spoil something.

Fair enough! Can't wait to talk more about this as I learn more. Day 4 is going to be without Kim, and I'm going do all the things he won't have patience for: Jamrock Shuffle all over that trash heap on the south side, and maybe hunt some cryptids.

Spoiler:

Might inspect a sniper's nest too, if I can find one. But I kind of want to do that with Kim around.

I'm curious to hear how differently the back half goes for you.

LastSurprise wrote:

Just out of curiosity, for those of you who've finished, how many days did it take you?

My first two both took five days even though I got more done on my second try than my first.

Spoiler:

Five's the bare minimum.

Really should get back to my third playthrough with the muscle-bound ogre I created.

When I played, I went very late into the evenings too on the first 2-3 days. I felt like I got a lot more done in the day by extending things like that.

I still haven't mustered a return as much as Disco Elysium had been occupying my headspace. I've probably read and pondered upon more than I have played and discovered! It could go either way between a reinvigorated return, and yet another fizzled failure.

Tonight is the final work shift of the week. I aim to at least boot up Disco Elysium and do something come tomorrow. *remembers* Work! Oops. Got to run!

I'm on day 4 now (Thursday) & am still at a dead end on getting the body down from the tree. I've also not got into the docks yet. Progress wise I've met the

Spoiler:

government official in the apartment of the guy who smokes. The one who you can ask questions to but barely answers anything. The politician trait. I've later found out he shouldn't even be in Revachol, it's obviously just a personal thing going on with the laid back smoker fella

I've found out more about the Hardie's

Spoiler:

not only being responsible for the hanging (well it seems so) but are also involved in bringing drugs into the docks which is extra saucy as they are part of the union. The real kicker though is that the guy they've murdered is part of a rogue PMC group who were in Revachol overseeing the union strike, now the other two members are gonna start a war with the Hardie's (likely slaughtering them) if I don't pin the murder on a particular person. Joyce who is a representative of the Wild Pines Group, the woman you talk to at the boat has no control or sway over this rogue group.

It's picking up rightly, I've since crossed the bridge beside the pawn shop that became operational on the Wednesday. The landscape here is so different with the little fishing village, the desolated coast & other rundown buildings like the big abandoned church.

I encountered

Spoiler:

a group of druggie teenagers who want to use the abandoned church as a music venue for their new age dance or whatever it is. I accepted the task, got the key to get inside the church & passed a high check to look up into the rafters once inside. The story about the crab man (from the delinquents) had me pretty sure it was gonna be something much more normal & it was. Tiago was the dude living up in the roof of this church, I think he said he was a former gang member turned to the God Dolores Dei, that turned his life around. I don't really know much more than that except he tries to convince you to do the same. In the end I go back to the teenagers after talking to the programmer woman & evict them from the area.

I also stumbled upon

Spoiler:

a dead body on the pier, it seemed to be an accident. The guy was drunk, one of the boards under him collapsed, he fell & smacked his head off the edge of the seat. I've radioed it in & need to investigate the library card that was in his pocket

I still feel really blocked out of progressing in the starting area. Can't get my coat, can't get past Measurehead, can't find a way upto the lady on the roof of the Whirling In Rags, the body still hangs in the yard. I've literally had to go off exploring the coast to try to open up new tasks or something that will link back & help me bypass one of those roadblocks.

Spoiler:

I've got a new place to stay which is great, no more 20 real per night at the Whirling In Rags!

I also have revealed my face & found the

Spoiler:

story about how Harris adopted the smile from a famous singer of time very entertaining. It was cute 20 years ago but now just looks creepy. The whole reveal of the portrait was a brilliant touch. I've had a shave which brings the creepy smile out even more

Oh yeah the music in the game is very apt for each area or circumstance. The dice maker in the doomed commercial district has a beautiful piece that accompanies your conversation with her, just stunning.