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Disco Elysium is a role-playing video game released in 2019. It was developed and published by ZA/UM under the lead of Robert Kurvitz. The Final Cut was released in 2020 featuring full voice acting and new content. It is available to play on PC and console.

The game cover for Disco Elysium The Final Cut. It shows two men standing next to each other. One holds a flashlight and the other holds a gun.
Cover art for Disco Elysium: The Final Cut

Disco Elysium is a weird game. I have been playing video games, especially RPGs, for most of my life and I can confidently say this game is an outlier. Instead of a focus on combat, the game is written almost entirely around skill checks and dialogue trees. While that alone isnโ€™t enough to make the game a stand-out, it is the fact that a vast majority of the dialogue trees occur as your own internal monologue which sets it apart.

Who Are You?

A screengrab from Disco Elysium. It is a blurry watercolor image showing the faint hint of a man's face with a red nose.
No really, *who* are you?

There are 24 different skills split across the four categories of intellect, psyche, physique and motorics. You of course have the more traditional skills such as Logic, Empathy, Endurance and Perception. But thereโ€™s also more elusive skills, like Esprit de Corps which determines how connected to your home police precinct you are.

After all, you are a police officer in town to solve a murder. Itโ€™d certainly help things if you hadnโ€™t drank so much that you absolutely ruined your memory (among several relationships in town). โ€œWhat kind of cop are you?โ€ the tagline reads. You get to decide because you cannot remember who you once were.

This isnโ€™t a review about Disco Elysium in the traditional sense. Because Disco Elysium ended up being far more than just a game to me. I found myself relating to the main character (whose name in and of itself is a spoiler) far more than I ever should have. He doesnโ€™t know how to be human – and for the most part neither do I.

What Makes You?

A screengrab from Disco Elysium showing internal dialogue and skill checks.
An example of internal dialogue and skill checks in Disco Elysium

As you play through the surrealist dream that is the setting of Revachol, interactions with the townspeople can be tedious processes. The entire time, you are in constant dialogue with yourself trying to figure out the right thing to say. Logic makes some good points, but Electro-Chemistry says I should forget about all of this and go get wasted because Empathy just chimed in and told me I hurt this womanโ€™s feelings with my failed attempt at Rhetoric.

The first time I played Disco Elysium felt like an awakening. No game has ever so accurately managed to tap into the types of conversations I have with myself daily. No game has ever so accurately managed to tap into the sheer shame and self-degradation I endure when I mess up a social situation.

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Luckily, in video games there is this neat trick called save scumming. It is when you save the game before important decision making, and if things donโ€™t go the way youโ€™d like you simply re-load the save and try again. There is seemingly nothing better than doing something over differently and a new part of your brain chiming in to say, โ€œDamn, that felt *good*. Your heart is pounding nicely. You should tell people to fuck off more often.โ€

What Breaks You?

A screengrab from Disco Elysium showing a bombed-out city statue.
The environment is almost as much of a mess as you.

In real life, there is no save scumming. There is no going back in time to give yourself a do-over. I think that is why RPGs speak to me so strongly in general. I can slip into the skin of a new character and failure never has to be an option. The sinking pit of shame only has to last as long as the game takes to reload.

Disco Elysium feels like a game built on shame, guilt and redemption. Probably because it is a game built on shame, guilt and redemption. My entire life has felt like a game built on shame, guilt and redemption. I’ve gone through like the protagonist – bumbling and trying so hard to pick the correct option in the dialogue tree and only realizing moments too late that I chose the wrong one. My only reward, like his, is a stream of insults hurled at me by my own brain.

Of course, I learned nearly two years after my first play-through that I am autistic. It turns out, most people do not constantly have dialogue trees of pre-scripted responses popping up in their head when they speak to others. They can justโ€ฆ have conversation? With my diagnosis came a lot of soul searching and an equivalent amount of therapy.

What Heals You?

A screengrab from Disco Elysium depicting two men sitting on a swing set in a snowy environment.
The protagonist takes a respite with his partner.

However, it turns out, my diagnosis and the resulting psychology bills shifted the way I play RPGs in a way I didnโ€™t realize until I picked Disco Elysium back up for another playthrough. As I load into the opening scene hotel, I walk away from the first skill check knowing I wonโ€™t pass it. The first time I played, I probably re-did that skill check ten times alone before I got the result I wanted.

As I exit the hotel room to encounter the next character, Iโ€™m open and honest with them about the fact I cannot remember anything. I previously ran through that conversation five times trying to convince them that I was normal and that everything was fine with me (despite the obvious indications otherwise).

It took me an embarrassingly long time to realize I wasnโ€™t save scumming. Something inside of me had clicked into place. It was a new feeling replacing the insane urge to โ€œget it right.โ€ I stopped focusing on how to play correctly and realized that there is no way to play correctly.

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I have my skills and I can use what skills I have to solve the problem, even if it isn’t the conventional or correct way. There is no sense in trying to shove a square solution into a circular problem.

What is Next?

A screengrab from Disco Elysium showing the protagonist's revealed face.
Don’t be too afraid to look in the mirror.

I realized that itโ€™s ok to get things wrong, itโ€™s ok to admit you donโ€™t know what youโ€™re doing, itโ€™s ok to ask your partner for help when youโ€™re terrified theyโ€™re just going to laugh at you. More importantly, I learned that in Disco Elysium and life that itโ€™s ok to walk away from things until you have the needed skills to go back. And you donโ€™t need to feel guilty about it.

The first time I played – I immediately reloaded when Drama chimed in to tell me โ€œThis may have been a *grave* mistake, sire.โ€ This current playthrough I sat firm in my decision and finally got to hear Volitionโ€™s response: โ€œMaybe. Maybe not. Mercy is rarely a *complete* mistake.โ€

My rating for Disco Elysium: 5 out of 5 stars (5 / 5)

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Kait (she/her) haunts the cornfields of the Midwest after being raised in a small Indiana town built on sickness and death. She consumes all sorts of horror-related content and spits their remains back onto your screen. You can follow her on Twitter at @ KaitHorrorBreak, where she live tweets The Last Drive-In with Joe Bob Briggs and posts other spooky things.

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