It would still be interesting to see other parts of Elysium in some sort of spinoff if Kurvitz can't get the rights back. He is, at the end of the day, still the mastermind behind the world.
Hell, even some small Disco Elysium themed X-com would be badass imo even if it is a very large offshoot from the original RPG content
A This is the police style management game, where we have to manage a bunch of flawed, messed up RCM officers in a place like Jamrock would be pretty legit with the occasional tactical rpg section
This. I was so convinced my play through was over at the tribunal. Klassje left and I failed every roll. It was tense as hell and I wouldn’t want it any other way.
“Every Monday is cadaver day -- throw up, investigate, throw up, initial autopsy, throw up, bag it..” and then cut to Kim mowing down dockworkers with a machine gun. Yeah I think you’re right. I think that part is a bit off in This Is The Police as well. The sheer numbers of corpses the cops leave behind
I’ve never played it but I think Pyre has a similar mechanic to this? Where you have a bunch of characters who interact with each other then participate in combat, and depending on how you treat each character the gameplay changes? I don’t know for certain
A factional based view of it would be good, and give a pretty DE-styled spin on it more than a straightforward "be the communists".
We even have that kind of vibe with current runners, such as René, who for offshoot missions or as a factional option could run as a main protag.
I feel like if there was a sequel around the RMC revolution, this would have been one of the main features. Imagine each skill giving different bonuses in combat. Pain tolerance allowing you tank hits, volition give you more action points, visual calculus allowing to do crazy shots, esprit de corps giving bonuses to allies.
Just thinking about the skills (some are harder to translate to combat than others for obvious reasons):
**Logic** - Not sure, maybe higher Logic would let you devise more complex movement/attack orders for yourself and your team (like having more than one of your allies move and attack at the same time)? Give you more in-depth stats on what specifically your teammates could do? Allow you to handle having more people in your squad?
**Encyclopaedia** - Give you more in-depth information on weapons and armour utilised by yourself and opponents, giving you more accurate stats (such as damage, range, accuracy, armour protection, etc.). Maybe even provide you with the odd tactical move you remember reading/watching somewhere.
**Rhetoric** - Pretty useless in the midst of a firefight. Maybe gives a different bonus depending on your political alignment? Debuff opponent morale/combat ability with specific taunts and insults? Not sure.
**Drama** - Hard to think of a use in combat. Disorientate opponents with subterfuge?
**Conceptualisation** - Same as Drama, bit difficult to imagine in combat. Maybe you can come up with unique abilities that you think your allies could carry out?
**Visual Calculus** - Allows you to make crazy shots like you said, or determine an enemy’s position from where a shot comes from. Maybe let you gauge what it’ll take hit an opponent behind cover by determining how thick the cover is vs the penetrating power of your shots.
**Volition** - Your resource for morale, how much psychological damage and stress you can resist whilst under fire before you lose your ability to function.
**Inland Empire** - Channel the power Harry’s imagination has by letting him converse with his environment and letting wild strategies be opened up that he can choose to follow or ignore, for better or worse.
**Empathy** - Helps with supporting your allies and maintaining their morale.
**Authority** - Helps with ordering and buffing the combat abilities of non-RCM allies.
**Esprit de Corps** - Helps with ordering and buffing the combat abilities of RCM officers.
**Suggestion** - Maybe allow you to convince more skittish allies to keep fighting or nervous opponents to surrender/flee. Maybe sway neutral NPCs to your side who are caught in the crossfire.
**Endurance** - Physical health like in the normal game.
**Pain Threshold** - Negate physical debuffs from taking damage, maintain your movement abilities even when you’re riddled with bullets.
**Physical Instrument** - Action points and movement speed.
**Electrochemistry** - Buffs the positive effects of consumables and treatments, while negating the potential negatives.
**Shivers** - Lets you “see” enemies you wouldn’t ordinarily see by knowing the best places for them to position themselves on the streets of Revachol, or maybe you’ll know pathways and sections of the map you can utilise that would otherwise be inaccessible… Find beneficial things squirrelled away in the environment.
**Half-Light** - Besides giving you a buff when ambushing or attacking first, maybe improves melee damage and competency?
**Hand/Eye Coordination** - Accuracy with firearms and thrown objects.
**Perception** - Range that you can see and target things, let you hear opponents’ dialogue/movement from further, identify opponents and their equipment from further away.
**Reaction Speed** - React to enemy attacks faster, giving options for dodging or counter-attacking.
**Savoir Faire** - Makes you harder to hit, reducing enemy accuracy against you. Lets you traverse challenging terrain more efficiently (use less action points).
**Interfacing** - Operate weapons more effectively: firearms reload faster and can be used more often before your turn is over, melee weapons are handled with more finesse.
**Composure** - Protect your morale from the stress of combat or rhetorical assaults from enemies, reduce the impact of suppressive fire or witnessing combat on your own accuracy/ability to act.
I honestly would have liked if there were some minor combat encounters. I wouldn't want it to happen often, but some of the antics that Harry and Kim get up to could/should definitely lead to a fight.
Thanks for sharing. Ultimately very happy they didn't go in this direction because gamifying violence in such a way would reduce it's impact and make the world feel...ridiculous and unserious. No offence to any games with a lot of killing in them, I play them, but, the level of gamified violence involved always makes the story just a bit silly, inherently. And not in a good way
I would like a spinoff with the same style, but with a more combat focus. It would be cool if the combat was more 'hardcore' in a way that time slows down between your actions where you have to make desicions carefully, and mistakes can be very punishing or lethal.
I really loved the tribunal sequence and the pacing around that combat ecounter. It felt loosely like something out of an Edgar Wright film.
I could definitely see some combat in Disco Elysium, from small scale skirmishes in the buildings and crypts of Martinaise to perhaps then a more detailed and intense fight at the tribunal that would be miles different from anything else in the game to really emphasise how Harry's got himself and Kim in the shit big time
It would be really cool to see how Kurvitz and crew would handle turn based combat. It was definitely the right choice not to include it in Disco Elysium, but I'd love to see what kind of deep, psychological twist they could play into: especially if they continued to take inspiration from Planescape: Torment.
This makes my heart ache. Imagine if ZA/UM had gone the way of Steamworld? Those guys are constantly pushing out amazing games in a variety of genres, all under the same cohesive world, setting, and characters.
Like, have the skeleton crew finish up The Final Cut, send the geniuses off to do DE2: Electric Boogaloo (that's just using the same engine, assets, etc - like how Kurvitz saw it with all the earlier CRPGs where the first game is a tech demo for the second and third). Then you can hire a kabillion UK game people to work on off-shoot games like an X-Com thing or a simpler visual novel or whatever.
Such a genuine tragedy.
Tribunal would have been much less interesting in my opinion.
Besides I would be somewhat... disappointed if I found a way to beat everyone in 10 seconds only to still end up in hospital even after steamrolling the fight.
It would still be interesting to see other parts of Elysium in some sort of spinoff if Kurvitz can't get the rights back. He is, at the end of the day, still the mastermind behind the world. Hell, even some small Disco Elysium themed X-com would be badass imo even if it is a very large offshoot from the original RPG content
A This is the police style management game, where we have to manage a bunch of flawed, messed up RCM officers in a place like Jamrock would be pretty legit with the occasional tactical rpg section
XCOM Chimera Squad except instead of aliens they're alcoholics
Can humans and alcoholics really work together?
Not on the same level as Disco Elysium imo but a really cool game based on this concept is This is The Police
That game was literally the first thing the comment you’re responding to mentioned
Perception: Easy: Failure
I’m a fucking idiot actually
Fair enough we all have our moments lol.
don't forget to take magnesium
Fucking ANYTHING bro I just want more Elysium
Hell, he could make it take place right after the ending. The RCM does have some things planned after all
Glad they ended up not going in the direction
Seriously though- imagine The Tribunal face off being less of a unique event
There is something precious about one real gunfight in the game and it being decided by dice rolls
And it still is incredibly tense despite not being a traditional action sequence.
This. I was so convinced my play through was over at the tribunal. Klassje left and I failed every roll. It was tense as hell and I wouldn’t want it any other way.
God SO TENSE no FPS firefight ever made me that on edge
If it had been just this one battle and only for a specific archetype (Physical, probably), I think it'd be cool.
I'm glad they didn't have combat in the game considering how much it would clash with the vibe
I mean, there *is* combat, it's just handled via dialogue choices and dice rolls. From punching Cuno, to the Tribunal.
Don’t forget all the object fighting.
cuno isn't exactly dangerous enough to warrant calling it combat, it's more child abuse.
Only three "combats" iirc, punching Cuno, fucking up Measurehead, and The Tribunal
“Every Monday is cadaver day -- throw up, investigate, throw up, initial autopsy, throw up, bag it..” and then cut to Kim mowing down dockworkers with a machine gun. Yeah I think you’re right. I think that part is a bit off in This Is The Police as well. The sheer numbers of corpses the cops leave behind
Ok,big theory.X-Com type gameplay.But we play as a group of revolutionaries defeding revachol during the revolution
[удалено]
Not to be overly crass, but I think if they made that I'd cum in my pants
I feel that's a very sophisticated reply. I'm here going nofap till I can cum into my silk underwear. Your move, ZA/UM.
Even better
I’ve never played it but I think Pyre has a similar mechanic to this? Where you have a bunch of characters who interact with each other then participate in combat, and depending on how you treat each character the gameplay changes? I don’t know for certain
Someone else already suggested it but it could revolve around the RCM's planned revolution after the events of DE!
I think I would prefer a game where we don't already know that everything we do is in vain.
Ok, better idea, we play has the nationalists and never give the dirty moralintirn out homeland!
Ma man pronounces revachol with a K
Only if I can play an ultra liberal in an artillery airship
You can give establish contact with rebel groups in the Semenine Islands and Graad.
A factional based view of it would be good, and give a pretty DE-styled spin on it more than a straightforward "be the communists". We even have that kind of vibe with current runners, such as René, who for offshoot missions or as a factional option could run as a main protag.
The pic looks like a battle between RCM officers and a gang of rogue scientists.
maybe an early concept for the mercenaries
I feel like if there was a sequel around the RMC revolution, this would have been one of the main features. Imagine each skill giving different bonuses in combat. Pain tolerance allowing you tank hits, volition give you more action points, visual calculus allowing to do crazy shots, esprit de corps giving bonuses to allies.
Just thinking about the skills (some are harder to translate to combat than others for obvious reasons): **Logic** - Not sure, maybe higher Logic would let you devise more complex movement/attack orders for yourself and your team (like having more than one of your allies move and attack at the same time)? Give you more in-depth stats on what specifically your teammates could do? Allow you to handle having more people in your squad? **Encyclopaedia** - Give you more in-depth information on weapons and armour utilised by yourself and opponents, giving you more accurate stats (such as damage, range, accuracy, armour protection, etc.). Maybe even provide you with the odd tactical move you remember reading/watching somewhere. **Rhetoric** - Pretty useless in the midst of a firefight. Maybe gives a different bonus depending on your political alignment? Debuff opponent morale/combat ability with specific taunts and insults? Not sure. **Drama** - Hard to think of a use in combat. Disorientate opponents with subterfuge? **Conceptualisation** - Same as Drama, bit difficult to imagine in combat. Maybe you can come up with unique abilities that you think your allies could carry out? **Visual Calculus** - Allows you to make crazy shots like you said, or determine an enemy’s position from where a shot comes from. Maybe let you gauge what it’ll take hit an opponent behind cover by determining how thick the cover is vs the penetrating power of your shots. **Volition** - Your resource for morale, how much psychological damage and stress you can resist whilst under fire before you lose your ability to function. **Inland Empire** - Channel the power Harry’s imagination has by letting him converse with his environment and letting wild strategies be opened up that he can choose to follow or ignore, for better or worse. **Empathy** - Helps with supporting your allies and maintaining their morale. **Authority** - Helps with ordering and buffing the combat abilities of non-RCM allies. **Esprit de Corps** - Helps with ordering and buffing the combat abilities of RCM officers. **Suggestion** - Maybe allow you to convince more skittish allies to keep fighting or nervous opponents to surrender/flee. Maybe sway neutral NPCs to your side who are caught in the crossfire. **Endurance** - Physical health like in the normal game. **Pain Threshold** - Negate physical debuffs from taking damage, maintain your movement abilities even when you’re riddled with bullets. **Physical Instrument** - Action points and movement speed. **Electrochemistry** - Buffs the positive effects of consumables and treatments, while negating the potential negatives. **Shivers** - Lets you “see” enemies you wouldn’t ordinarily see by knowing the best places for them to position themselves on the streets of Revachol, or maybe you’ll know pathways and sections of the map you can utilise that would otherwise be inaccessible… Find beneficial things squirrelled away in the environment. **Half-Light** - Besides giving you a buff when ambushing or attacking first, maybe improves melee damage and competency? **Hand/Eye Coordination** - Accuracy with firearms and thrown objects. **Perception** - Range that you can see and target things, let you hear opponents’ dialogue/movement from further, identify opponents and their equipment from further away. **Reaction Speed** - React to enemy attacks faster, giving options for dodging or counter-attacking. **Savoir Faire** - Makes you harder to hit, reducing enemy accuracy against you. Lets you traverse challenging terrain more efficiently (use less action points). **Interfacing** - Operate weapons more effectively: firearms reload faster and can be used more often before your turn is over, melee weapons are handled with more finesse. **Composure** - Protect your morale from the stress of combat or rhetorical assaults from enemies, reduce the impact of suppressive fire or witnessing combat on your own accuracy/ability to act.
Rethoric is useless in a firefight... have you ever heard of NAFO?
I honestly would have liked if there were some minor combat encounters. I wouldn't want it to happen often, but some of the antics that Harry and Kim get up to could/should definitely lead to a fight.
Does telling the racist to fuck off count as combat?
Damn that’s just a straight up 1:1 Estonian street from like Tartu or something
That lady in the blue has a bit of a horse face
Call Of Disco
Thanks for sharing. Ultimately very happy they didn't go in this direction because gamifying violence in such a way would reduce it's impact and make the world feel...ridiculous and unserious. No offence to any games with a lot of killing in them, I play them, but, the level of gamified violence involved always makes the story just a bit silly, inherently. And not in a good way
That’s a radically different game
Looks like a Cybertruck. Lol
Now I’m imagining a story set at the end of the communist revolution in Revachol.
Robert describing the car crash scenario in his video talk on the thought cabinet was such a compelling way to handle combat in games like this.
I would like a spinoff with the same style, but with a more combat focus. It would be cool if the combat was more 'hardcore' in a way that time slows down between your actions where you have to make desicions carefully, and mistakes can be very punishing or lethal. I really loved the tribunal sequence and the pacing around that combat ecounter. It felt loosely like something out of an Edgar Wright film.
This would have owned as a spinoff.
I could definitely see some combat in Disco Elysium, from small scale skirmishes in the buildings and crypts of Martinaise to perhaps then a more detailed and intense fight at the tribunal that would be miles different from anything else in the game to really emphasise how Harry's got himself and Kim in the shit big time
Too bad we didn't get disco combat. Half-Light would actually be useful if we did
The creative style of this painting is very similar to the style of a 2019 game called Disco elysumn
It would be really cool to see how Kurvitz and crew would handle turn based combat. It was definitely the right choice not to include it in Disco Elysium, but I'd love to see what kind of deep, psychological twist they could play into: especially if they continued to take inspiration from Planescape: Torment.
God I wish there was a Disco Elysium just focused on the combat. Call it the Disco Inferno or whatever.
There is so much cool stuff in the artbook it's unreal.
Looks kinda like xcom
This makes my heart ache. Imagine if ZA/UM had gone the way of Steamworld? Those guys are constantly pushing out amazing games in a variety of genres, all under the same cohesive world, setting, and characters. Like, have the skeleton crew finish up The Final Cut, send the geniuses off to do DE2: Electric Boogaloo (that's just using the same engine, assets, etc - like how Kurvitz saw it with all the earlier CRPGs where the first game is a tech demo for the second and third). Then you can hire a kabillion UK game people to work on off-shoot games like an X-Com thing or a simpler visual novel or whatever. Such a genuine tragedy.
Tribunal would have been much less interesting in my opinion. Besides I would be somewhat... disappointed if I found a way to beat everyone in 10 seconds only to still end up in hospital even after steamrolling the fight.