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Disco Elysium - A Colossal Game

Discussion in 'Game/SP News & Comments' started by RPGWatch, Sep 25, 2019.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]Disco Elysium will be big:

    [​IMG]

    DISCO ELYSIUM IS A COLOSSAL GAME

    Let's talk content richness and playtime.

    We've had enough people finish the game from start to end now. We can finally say how big the game is. And Disco Elysium is, in every sense of the word, a huge game. It's bigger than *giant* and (a little) smaller than *gargantuan*, so I would say it is about colossus-sized.


    So - a colossal game.

    How long is a colossal game? Well, it takes 60+ hours of continuous playtime to finish Disco Elysium if you're a reasonably completionist player, as I am. It takes 90 hours if you're absolutely savouring every detail. And 30 hours if you're rushing it. Back-of-the-box, I would put playtime at: 60+ hours.

    Map-wise, Disco Elysium takes place in one city district - Martinaise, in the city of Revachol. Martinaise is divided into five major areas - call them biomes if you like. Video game people love biomes:
    1. Martinaise proper, comprised of modern, renovated buildings. A dilapidated cityscape.
    2. The Industrial Harbour. Big machinery and containers upon containers of goods.
    3. The wild, abandoned urban coastline, full of ruins from a long lost Revolution.
    4. A plethora of underground areas meant to be explored with your flashlight.
    5. And a fifth area that I won't reveal here.
    All four non-underground areas are one seamless, isometric open world that you can approach in any order.

    The world is about the size of Planescape: Torment. Or a sizeable chunk of the first Pillars. A sizeable chunk of Fallout: New Vegas... But the resolution - the level of detail, content density - of these areas is, I would say, about 5 times denser than any RPG I've played. Disco Elysium is a detective game and thus you have to be able to put it under a magnifying glass. Any part of it. Every apartment, hallway, street corner, lamp, or even trashcan needs story, writing, details and interactivity that, to me, exceeds even the most detail-oriented adventure games.

    None of these areas reuse assets or look the same like games that are asset-assembled do. Sure, people have the same radio every now and then, every little room is 100% unique when it comes to layout and art. And music, too.

    There are four major weather states - snow, rain, mist and clear. And four times of day - morning, day, evening, night. These all combine to make an unpredictable, moody city where time moves in a very realistic manner. Getting through one day is a massive thing. Shadows fall. Sodium lights flicker. The music changes. Tomorrow brings new NPC's to old locations, as the world changes each day. It takes about one real life day to complete one in-world day, if you're being meticulous.

    [...]
     
    Last edited by a moderator: Sep 25, 2019
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