129 people found this review helpful
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Not Recommended
0.0 hrs last two weeks / 5.5 hrs on record
Posted: 23 Jun, 2020 @ 3:41pm
Updated: 23 Jun, 2020 @ 3:53pm

The description "most faithful representation of desktop role playing ever attempted in video games" got me really excited about this game. A game that simulates the fluid storytelling of tabletop RPGs, integrating your failures into the story instead of just throwing you back to the nearest checkpoint? Sign me up!

I sunk 5 hours into the game before becoming discouraged at how its method of integrating failures actually made the story less fluid and and greatly disrupted the flow of an otherwise compelling story.

There are a number of checks you have to make in order to progress in the story, whether it be the main storyline or a side story. When you fail these checks, you have to leave, grind your XP through side conversations, and then once you have leveled up, come back and try again. Sometimes the failure will also deduct a point of "morale", a sort of health system, in which case if you want to restore it, you will have to wander the world looking for healing items or money to buy healing items.

As you can imagine, having to leave and grind resources upon failure heavily disrupts the flow of the story. You might get into a heated argument with some bratty kid, but fail your empathy check to understand why he acts out. So you wander off, have random conversations for a half hour, and then come back, pick up your argument, and fail the check again. By the time you pass the check, you are not immersed into your argument with the kid. Your response to succeeding isn't "Ah, I understand why this kid is yelling with me" your response is "finally, I passed the check."

Other times, this "leave for a while before coming back" is more nuanced. Sometimes, you can't retry the same check, and you must instead attempt a different check that will accomplish the same goal. Initially, this narrative of "fail, then find a new way to succeed" was interesting. However, after a few times of this same formula, it stopped being a means of emergent storytelling, and started being yet another detour that interrupted the story and made it a slog to get through.

But sometimes this "leave for a while before coming back" isn't nuanced at all. Some solutions to problems use "thoughts" which straight up tell you "have other conversations for this many in game hours until the thought finishes processing."

Then, worst of all, for some of the side storylines, failing a single-attempt check just unceremoniously cuts you off from the rest of that story. The end. No more side-story for you.

I really want to like this game. The storytelling and worldbuilding is PHENOMINAL. In Disco Elysium each one of your stats manifests itself as a voice in your head informing you how to act. Your Physical Instrument stat is a voice urging you to solve your problems with violence; your rhetoric voice eggs you on to prove yourself right even when there is no personal gain to do so; your Inland Island skill is your impulsive voice, and prompts you to do crazy, often hilarious actions. The higher each stat is, the louder its voice in your head. This is such a cool concept.

I just wish the game wasn't such a slog so I could appreciate this more. Every time, just as I started to get invested in part of the story, I would fail a check and be forced to find a different conversation. So I'd find one, and just as I was getting invested in this new conversation, I would take morale damage from the conversation, die, and realize that I need to increase my morale before I can accomplish this new conversation.

In some ways, this game feels more like Pokemon than it does a storytelling game. Rather than reaching a boss fight, realizing you are too weak, and going back to grind combat like in Pokemon, you instead reach a boss conversation, realize you are too weak to get through the morale tax the conversation has, and go back to grind conversations. For some people, "Pokemon but with conversations instead of combat" sounds extremely unique and interesting, and if that's you, go for it. But for me, Disco Elysium combines the worst of Pokemon (grinding for XP) with the worst of point and click (wandering aimlessly for 30 minutes because you're stuck), despite having what looks to be an amazing story behind all that.
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8 Comments
Eddie Murphy's Couch 18 Dec, 2022 @ 7:11pm 
OMG a useful negative review in the sea of fanboys mad at the company. Thank you.
jballauer 1 Mar, 2022 @ 10:08am 
I love it when people say that we "misunderstand the game." If I accept the nature of my status as an unchanging, drunk, piece of crap detective, that doesn't make the game better. No matter what I do, the game will always remind me that I'm an irredeemable piece of crap. Nothing to really like about the character I am becoming. Actually, you aren't "becoming" anything.

Good RPG-mechanics should let me puts points into my character, to become a better warrior, rogue, wizard, whatever. Disco Elysium forces you to hold your points to pass skill checks when they arise...not build your character. If you don't, you can waste time stuck in a soft-lock.

Disco Elysium is NOT formulaic in the typical cRPG fashion, and that's very much a bad thing. This isn't the savior of cRPGs, as if somehow they needed to be fixed. It's not a game-changer. It's a boring, frustrating slog that's only good enough to make you want to finish it out of spite.
RobotParty 19 Sep, 2020 @ 4:42pm 
I agree with your review that it disrupts the gameplay. I'm surprised I finished this game myself but I guess I enjoyed it enough to do so. At some point(very late game) I just started "save scumming". Running around to get enough XP to unlock a skill check to retry it, only to fail because 1 skill point increase is nothing, was incredibly annoying. Most of the white skill checks are 12+, too. The red skill checks are more crucial in dialogue marathons (e.g. the tribunal) and I found they tended to be a lot harder than the white skill checks, too, despite you being able to just retry the white skill checks over and over.

It's just tedium and while thematically you're not supposed to be the most competent cop at the time of the game, it just isn't fun to fail over and over because of pure RNG under the guise of "haha you're a hungover, depressed, and stupid cop! You can't do anything right! LOL XD"
Man of God 19 Sep, 2020 @ 7:02am 
Dude I've got a feeling you actually have never played a tabletop RPG in your life if you're pissed about failing skill checks.
monke 18 Sep, 2020 @ 9:15am 
I share the opinion of zephyr you are meant to fail, you play as a drunk, washed up, possibly insane, hobo cop you arent some suave detective who can deduce why a child is angry. You're a drunk old man running around desperately trying to piece together what the fuck happened in your past to make you this fucked up, as the game progresses if you play it right your character stops being so bad at his job, by my end game my character was a fantastic detective but he couldnt shoot for shit and had relapsed on smoking. Everyones experience is different

also dont try to redo checks every time until you succeed, go do some side stuff and level up the skill needed, then save scum a bit. Save before every side quest commencing and you wont risk losing it all
Althar 13 Sep, 2020 @ 2:52am 
I agree with the review - the art style, ambiance & story is fantastic but after a few hours of playing I found myself less immersed than I initially was when I first started out, once the smoke and mirrors dissipate. The game went from feeling like a refreshing and organic RPG with an interesting story to a linear point and click adventure game with frustrating dice rolls added to the mix. I am sure I will revisit this game at some point in the future but I am in no means in a rush to complete it.
astarr 10 Sep, 2020 @ 8:18am 
"grind your XP through side conversations"

Why do I always read complaints about "grinding" as "damn, you mean I have to keep playing this game"?
zephyr 9 Sep, 2020 @ 8:02am 
The stuff that happens when you fail skill checks is literally one of my favourite things in the game. you're role-playing as a drunk incompetent detective with amnesia, you're supposed to fail skill checks. you misunderstand the game in a very fundamental level.