Monday, December 22, 2025

Disco Elysium - Review | A New Standard for Role-Playing Games

Disco Elysium is a role-playing adventure game from 2019 that takes heavy influence from isometric, point-and-click classics like Planescape: Torment and others of its ilk, but with a major twist being that it features no combat whatsoever. Instead, your character development and role-playing choices relate to the different ways in which you perceive and react to the world around you, with different skills granting you varying degrees of ability to empathize with other people, to deduce information through logical reasoning, to interpret dreams and premonitions, or to be able to dance like a badass disco king, among plenty of other things -- all of which will help you in different ways as you interact with NPCs and solve quests while exploring the fantastical-realist setting of Martinaise, Revachol. 

You play as a police detective waking up with a massive hangover from the night before, having partied so hard that you forgot literally everything, including who you are and even basic details of the world itself -- but you quickly come to realize that you were sent here to investigate a murder and team up with your new partner, Kim Kitsuragi, with whom you work together to figure out who killed the hanged man, and in the process prevent the city from erupting into a violent outbreak over the murder. All-the-while you're also trying to learn more about yourself in terms of discovering who you really are and what led you to drink yourself into oblivion, while also going around picking up the pieces from your drunken rampage the night before. Typical gameplay involves non-linear exploration of a small map searching for loot that you can equip to improve your stats or else sell for money that you can spend buying other equipment and healing items; rolling dice to perform active skill checks while interacting with NPCs and objects in the environment; and earning experience towards level-ups which will allow you to customize your character build by increasing various stats of your choosing. 

The thing that makes Disco Elysium so special, at least for me, is how it handles role-playing by really emphasizing character-based decisions, in terms of how you shape your character's personality; how you speak to other characters; how you internalize details about things happening around you; what options even exist for how you solve quests, or even what quests you're capable of triggering at all; and also just how your character thinks. These are aspects that I find critical for proper role-playing, that I feel have been under-represented in mainstream RPGs going on for a while now, where all too often they make their skill systems predominantly about what methodology you use to kill things with no other way to effect your character's background or personality through dialogue, or else with the scope of dialogue options being narrowly focused on a binary scale of some variation of "good or evil" with maybe a neutral option if you're lucky. That makes role-playing in those kinds of games feel a bit arbitrary and superficial to me, whereas Disco really leans into deeper aspects of how you play out your character, with several statistical systems and measurements that let you craft your own sort of character that will see and interact with the world differently than another.