So, then. Disco Elysium, like Planescape: Torment, or even Fallout or Arcanum, is an isometric RPG with a lot of text. You, an alcoholic, probably drug-addicted cop in early middle age, wake up to face a new partner, a lynching that needs solving, and an apocalyptic hangover that has wiped your memory. So, you start the work of learning… well, everything. I managed to stumble through solving a murder as an amnesiac alternate-’70s detective in much less than the 60 hours ZA/UM have set as their “back of the box” number for a complete run, although I don’t doubt that there are that many hours of entertainment (and more) to be had in it. Just not all during one playthrough. Almost all of Disco Elysium hangs off the text — not just conversations, but basically any action, including combat and run of the mill lookin’ at stuff. Even the movement of time over an in-game day is tied to you clicking through descriptions and dialogue. This perfectly regulates the first few days of the investigation, but by the end I found myself killing time by endlessly repeating conversations I’d already had. You’re not allowed to go to bed until 9pm…. Read full this story
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Wot I Think: Disco Elysium have 289 words, post on www.rockpapershotgun.com at October 15, 2019. This is cached page on Game Breaking News. If you want remove this page, please contact us.