Disco Elysium (Review)
Gameplay (8/10) Monsters out, dialogues in
(+2) Innovative take on the RPG genre. The gameplay, skill tree, and level progression of DE is a very fresh take on the classic RPG formula. Instead of traditional combat where you reduce an enemyâs hit points to 0, you need to pass skill checks that are based on your invested skill levels. Instead of gaining exp and leveling up by fighting monsters in an action RPG, you converse with the citizens of Martinaise and interact with the objects scattered around the district. You gain skillpoints when you level up and you invest them in different areas in order to represent what kind of detective you want Harry to portray: The thinker, the psychic, the muscle, or the specialist. It doesnât play like your standard RPG, but it is built on the same foundations of character customization (you can even dress up Harry in whatever way you want.)
(+1) Failure is part of the game. To my knowledge, youâre not gonna be able to max out all skills so you have to focus on one area of expertise and leave out the rest. If you play as a logic-based detective youâll probably be on the bottom end when it comes to physical prowess and hence fail a lot of the physical-based tasks. This however doesnât necessarily mean a game over, as the game gives you many avenues to tackle a problem, some even require you to fail to get the more desirable outcome.
(=) Thereâs a lot of reading. A LOT. Disco Elysium is basically a more interactive version of a visual novel so 90% of the gameplay would be reading the many dialogues thrown your way. Itâs the core gameplay loop of DE and the extensive amount of reading might turn people off or bore the people already playing it, while enticing the hardcore readers to get into it more.
Story (8/10) A journey of redemption or downward spiral
(+2) Decide Harryâs fate. You hold in your hands how Harry will deal with his situation. Will he become sober or stay an alcoholic? Will he solve the case or fail horribly? Will he do drugs or remain clean? Will you sleep in the inn or out on the street? Will you even remember your own name or how you look like or will it disappear into oblivion? All these different options mean that every playthrough of DE will be a unique experience depending on how you built Harry and the choices you make during interactions. If youâre not careful (or if youâre just purposefully diabolical), Harry may meet one of the gameâs many game over screens depicted as newspaper headlines, or you may not see one at all throughout your playthrough if youâre really careful.
(+1) Lieutenant Kitsuragi. Enough said. The straight man to your crazy antics, Lieutenant Kim Kitsuragi is the down-to-earth partner you need to keep you grounded when your mind floats to strange dimensions. He almost feels like a character being played by another player online. He is patient and understanding when it comes to dealing with Harryâs personal problems, but also knows when to be strict when Harry is going too far with his unorthodox methods.
(+1) Intricate world-building. The world is wonderfully laid out to the player through dialogues and environment design. You can see the extensive damage Martinaise has sustained and you can realize that it was a previous warzone even without asking any of the townsfolk. Conversations with different people reveal all the political struggles Martinaise underwent and the world beyond and how the pale is consuming everything. You can choose to know more about the world at large or just let it slip by you and go on with your investigation. Regardless of which you choose, youâll still come across very obvious signs of political unrest, corruption, drug trade, and general poverty all over the district which tells you that this is not just the generic town littered with NPCs and interactions, this is a town inhabited and shaped by the people living in it.Â
(=) Heavy political undertones. As mentioned in the previous statement, thereâs a lot of political unrest going on in Martinaise aside from the Unionâs strike. If youâre like me and donât care that much about heavy political jargon, you might find this piece of the game quite undesirable. Nevertheless, you can choose to opt out of most political conversations and avoid all the confusing words they throw around here and there.
(-1) Underwhelming resolution. The ending was very lackluster to say the least. It all culminates in a final showdown with your police investigation unit where you present everything youâve done throughout the game and depending on how you acted Lieutenant Kitsuragi will vouch for your actions. Thereâs no resolution as the game just ends after the conversation without knowing how it all went down for the characters after theyâve reported the case to their respective superiors. Not even a cliffhanger hint of a sequel. Arguably, this might tie into one of the gameâs themes of not having closure but as a player it didnât leave the best impression on me.
Visuals (9/10) Flamboyantly grotesque
(+3) Magnificent artwork. The crowning glory of Disco Elysium is the artwork. The drab watercolor-like aesthetic of the game reflects the gameâs colorful and creative world plastered with grim filters of reality. Itâs something that I think cannot be achieved by going for a hyperrealistic look where things appear as close as possible to real life counterparts, but rather through the lens of a rough and distorted perspective of an alcoholic detective with an abundance of internal struggles. It reminds you that thereâs beauty in destruction, and destruction in beauty; as alluded to by one of the quotes found in-game. On top of that, the portraits for the thoughts are overwhelming in a mesmerizing way. Similar to how you just canât understand whatâs going on in an intricate stained glass art, or the thick black strokes of the inkwork on a tarot card, thereâs just so much going on and itâs a lot to take in but you still get captivated by the imagery. You can take any still from any moment in the game and present it as a renaissance painting and Iâd believe you just because the gameâs artwork is that wonderfully made. Truly a testament to the talent of this generationâs artists.
(+1) War-torn Martinaise. This district has lots of stories to tell without even having a mouth to speak. The way Martinaise is presented is very organic. You can still see bullet holes and mortar damage from the war fought over the district many years ago, old arcade machines from a forgotten time litter the establishments, entire buildings with abandoned equipment of their former establishments, and repurposed infrastructures. This wasnât just built as a place the player has to explore during their playthrough, this was a place with history and has lived way before the player step foot within its bounds.
Audio (7/10) Itâs all in the voice
(+2) Superb voice acting. The voice acting gives life to the characters in Martinaise and it comes in all shapes and sizes. Every character has at least one voiced line so you can have an idea of how they sound like. Some of the more important characters have more than one voiced line, which reiterates their importance in the overall narrative. The characterâs personalities and idiosyncrasies come alive in the voice acting, from the way they say certain words and their inflections, letting you know that Martinaise is home to more than one group of people as a result of the districtâs history.
Final Score (8) Excellent This is Disco, baby
Disco Elysium is more than just a game, it is art first, a visual novel second, and an RPG third. The game accomplishes something more than to entertain you for the few hours youâll pick it up. It also attempts to educate you on political discourse and warn you on the adverse effects of drug and alcohol abuse, all while being enveloped by the gameâs captivating art style. Youâll find yourself appreciating the scenery more than a few times while you scour Martinaise looking for any sort of lead thatâll help you with your case.Â
(1-2)Â Terrible (3-4) Bad (5) Average (6-7) Good (8-9) Excellent (10) Masterpiece


















