Following the initial PC release in late 2019, how has the porting process to consoles gone? Did you encounter any unexpected challenges? Has Sony aided in getting Disco Elysium running on PS5 and PS4 at all?
Overall, it's been pretty smooth. Fortunately, a game like Disco is relatively easy to bring to consoles because the controls and mechanics aren't anything too elaborate. The main challenge we faced was a bit more fundamental: How do you keep console players engaged while reading hundreds of thousands of words' worth of text on their TV screens? That was one of the major drivers behind our decision to add full voice over for the Final Cut.
How will the controls map to a controller? Did this present a challenge during development or was it a fairly smooth process?
There's always some challenge in bringing a keyboard-and-mouse control scheme to a controller, but fortunately Disco is pretty minimalist by control standards. There's no fancy combat or acrobatic stuff. The main thing is that we wanted the console experience to feel as natural and immersive as possible, hence the herculean efforts to get the game fully voiced. The art team has also added tons of nice new details to the world itself — new animations, new or improved character portraits, new sound and lighting effects. It's just now starting to come together and it's been amazing to watch.
Now that the port is almost done, what's next for ZA/UM? Would you be interested in developing a sequel or moving onto something completely new?
I've been told that I can't say too much about future projects at the moment, but rest assured we are all still employed and working.
Interview: The Disco Elysium Team Talks PS5 Porting Process, Extra Content, and Dumb Deaths
"Aren’t all deaths equally dumb, in the end?"
www.pushsquare.com