Review: Disco Elysium (2019), ZA/UM

Dr. Marta F. Suarez

Disco Elysium is a CRPG (Computer Role-Playing Game) developed by the Estonian game studio and publisher ZA/UM. Originally released in 2019, the game was re-released in 2021 as a “Final Cut” version with new voice acting and quests. The game’s main premise is to investigate a murder in the imagined city of Revachol playing as Harry DuBois, a detective from the Revachol Citizens’ Militia (RCM). Yet, this is just one of the mysteries that the game offers and, at certain points, this objective might take a backseat.

Disco Elysium creates a universe of nostalgia, disappointment, and decay, where the pickets have blocked the harbour with union strikes, the remnants of a not-so-distant war are ever-present in the streets, and the everyday dialogues of characters are often infused with political and philosophical talk. In this world, our playable character, Harry, is not the heroic good cop fighting to uncover the murderer. Instead, the game paints him an almost unlikeable character to whom the player might eventually warm up, particularly if he is not taken too seriously. The start of the game presents Harry in his darkest hour, slowly regaining consciousness from a night of excesses and bad decisions. The game opens with a black screen and a dialogue with the mysterious voice of “Ancient Reptilian Brain”, which tries to convince the player to do nothing, embrace the silence, and accept death. In an unusual opening scene, Disco Elysium offers the player the possibility of not playing by refusing to wake up and instead giving up to the pessimism of a futile existence, leading to a game over within the first couple of minutes of the game. In these first minutes, the dialogue options withhold more information than they give, creating disorientation instead of revealing who our character is or what is happening. This sense of confusion is heightened by the sudden involvement of more voices, such as “Limbic System” and “Encyclopedia”. These and many others are Harry’s internal voices, parts of his personality that offer advice throughout the game, both hindering and aiding the player. When Harry finally manages to wake up, the player meets him lying face-down on the floor of a trashed room, in their underwear, and visibly hungover. Further examination of the room allows the character to find most of his clothes, and also reveals that Harry suffers amnesia after a night of drinking of “world-ending proportions”, as stated by the mirror. In the world of Revachol, objects might interact as if alive and sentient. They share thoughts, they provoke, they are sad, they die. Mostly, they keep Harry company, and act as one of the voices that plague his mind. A high “Inland Empire” skill (linked to the subconscious and foreboding) allows Harry to speak to some of his clothing, not always with the best results but quite often with amusing dialogues and surprising discoveries, whereas other skills like “Shivers” allow the player to get more information from the city and the environment, among others. 

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