Been following this game for quite a while, and it just might be my most anticipated indie game post-Rain World. Most exciting is its approach to dialogue and "combat". Rather than traditional fights, you have confrontations. A hybrid of interactive fiction and RPG skill checks with gameplay. Smaller-scale, more intimate scenarios where the pace of the scenario is dependent on your inventory and actions and how you talk and react. Skills, weapons, mentality, appearance, and so on all have an effect. Your skills are equal parts physical and mental, and the developers want each to have effects both positive and negative; for example. having high Intellect makes your character overly confident, vulnerable to flattery, and lost in the details and minutiae of the world (which results in longer more detailed flavor text and descriptions), while having a low Intellect makes you dim, superstitious, and often making wrong assumptions.
http://zaumstudio.com/
Steam | Humble
Disco Elysium is a groundbreaking blend of hardboiled cop show and isometric RPG. Solve a massive, open ended case in a unique urban fantasy setting. Kick in doors, interrogate suspects, or just get lost exploring the gorgeously rendered city of Revachol and unraveling its mysteries. Tough choices need to be made. What kind of cop you are — is up to you.
- A massive, open-ended case you can solve however you choose.
- An utterly unique urban fantasy setting where bell-bottoms meet muzzle-loaders.
- Set-piece combat sequences you can avoid or dive into at your peril.
- Develop your own cop persona with 24 colourful skills.
- Ditch your cop uniform for real disco threads to impress, intimidate, or seduce.
- An inventory for your thoughts where you can research clues and then put them to use in the game.
- Original score by the rock'n'roll band British Sea Power.
http://www.rpgcodex.net/content.php?id=10564
No Truce with the Furies is not some piece of forgettable East European shovelware. It is a work of art in progress, by a movement, of writers, musicians, artists, and programmers, at the same time madly ambitious and wildly sprawling, and invested with tight, coherent systems, an equally tight, coherent aesthetic vision, and an elegant and parsimonious core interaction design that just might suffice to keep the wild outgrowths of its dialogue trees within the realm of the achievable. Disco dancing on the ragged edge between madness and sanity, the possible and the impossible, it is at once a re-invention and a return to the roots of the genre.
...If it ever is completed, even as a barely-playable bug-ridden mess in the vein of Troika in its prime, it will be a truer spiritual successor to Planescape: Torment than any game advertised as such, a moment of beautiful lunacy hearkening to simpler days when people were able and willing to take real creative risks. I want to, nay, dare to believe.
https://www.rockpapershotgun.com/2018/10/01/disco-elysium-preview-egx-2018/
It's possible, and I know it is because I played with three different builds, to have entirely different playthroughs, and follow entirely different routes through the game. A character with more Fysique will have more punching solutions to problems, for example. And the more points you put into any of these skills the more likely it is that you won't be able to ignore those thoughts when they arise. They become compulsions. They become just who you are.
This game has layers. Peel another one back and find more: when I played as a more imaginative detective I saw only that the bar's menu board had been wiped clean after MONDAY; when I played as an intellectual I noticed details about the handwriting. I found a girl outside a book shop and she told me it was cursed. Her mother said she was lying. I tried to break through a mysterious locked door in the back room, but could not. Neither could I persuade the mother to open it. That door consumes my thoughts. I spoke to two old men playing boules in a crater left over from an old war they'd fought in. I roundhouse kicked a giant man. I failed to assert dominance over a horrible child who was high on drugs and throwing stones at a body
https://www.pcgamer.com/disco-elysium-is-shaping-up-to-be-the-most-original-rpg-of-the-year/
It's one of the most interesting RPGs I've played in ages, because it uses old fashioned systems to simulate social situations to a level of detail I'm not used to in games. I left the building I woke up in and asked an NPC for directions. In the middle of a polite conversation one of my traits rolled an impromptu perception check and informed me that the woman was black. It's a brilliant demonstration of implicit bias, and it shows how the personality system can explore important themes. If the rest of the game can keep this level of inventiveness going for its duration, it's going to be quite special.
https://arstechnica.com/gaming/2018...lute-blast-thanks-to-16-surprising-new-games/
Giving any game or demo a PAX West "best of show" designation is pretty misleading, especially when many of this expo's best games have debuted at previous events. (Quite a few good PAX West games, including Mega Man 11 and Super Smash Bros. Ultimate, already made our E3 2018 list, for example; retreading that ground would be redundant.) But if you push me to pick a personal PAX West favorite, in terms of newness and surprise, that honor indisputably goes to Disco Elysium.
Do not mistake this dialogue-driven RPG for an interactive novel. This top-down point-and-click adventure, made by a small studio out of London, includes puzzles and inventory-driven mechanics that you might expect in a LucasArts classic. The difference here is the sheer breadth of branching dialogue paths and optional conversations packed into this early-2019 PC adventure game—not to mention the hilariously dark and brutal script driving its horror-loving humor forward.
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