This expanded version of the game launched in March of this year on PC, PlayStation and Google Stadia, bringing new quests, quality-of-life tweaks and as noted by Tamsalu, professional voice-acting for over a million words of superbly written text.Īfter the release of The Final Cut update, the studio kept chipping away at the game, polishing it with plenty of helpful feedback from the community. “ The Final Cut was a chance to add full voiceover and content that was planned but couldn’t fit,” Tamsalu explained. As the game of the year awards started pouring in, the team refined the original experience on PC while looking to the future of the game on other platforms, and eventually, ‘The Final Cut’. “We had a lot of ambition but very little expectations,” Tamsalu said. Speaking to the initial response to Disco Elysium, Studio ZA/UM was naturally bowled over by the outpouring of love for its passion project. Concept art shown from the time offered glimpses at early versions of key areas in the game, looking just as inspired as when they eventually shipped in 2019. Tamsalu says that ZA/UM had huge plans at the start which they had to “dial back a notch” as they encountered the realities of modern video game development, but the collective still managed to maintain their vision for the world of Elysium. “It scared off the right people and attracted the right crowd,” Raidma said. Raidma says that the team would conduct interviews in the attic, which housed a dead pigeon as well as plenty of bird poop. As we cycled through snapshots from the humble abode, Raidma added that at the time, they were simply a crew of writers and artists with no experience in the industry, trying to kickstart a video game company. “The story of Disco Elysium started a long time ago,” says Tamsalu, showing us a floor plan for the Tallinn squat where the ZA/UM collective came together to realize the award-winning game. As part of a recent presentation ahead of the port’s release, Studio ZA/UM artists Kaspar Tamsalu and Siim Raidma dug into how the collective managed the “painstaking re-assembly” process and expanded on the game’s fascinating development cycle. ![]() Skills include Empathy, Drama, Electro-Chemistry, and Reaction Speed, allowing you to flesh out the investigator’s mind as well as their body, resulting in many fascinating conversations and capers that have led to the game being showered in praise.īut given how ambitious and sprawling Disco Elysium is, you can imagine that it wasn’t so easy to bundle it up and bring it to the Nintendo Switch. ![]() Players create their own protagonist, but instead of the typical Dungeons and Dragons skills conventionally used to build characters in the genre, you put focus into your Intellect, Psyche, Physique or Motorics. Disco Elysium’s text-heavy RPG gameplay makes it a fine fit for the portable platform, as you explore a rich isometric world in control of a hungover detective amid a murky murder.Ī deeply complex game with tons of tiny checks and interactions, Disco Elysium was inspired by games like Planescape: Torment and plays similarly to old-school PC RPGs like Baldur’s Gate but with a refreshing quasi-modern setting. Following a PlayStation and Google Stadia release earlier this year, ‘The Final Cut’ edition of Disco Elysium is finally coming to Nintendo’s pocket powerhouse on October 12. Originally titled No Truce With the Furies, a group of like-minded artists came together in an Estonian squat to develop Disco Elysium, which eventually launched in October 2019 to incredulous acclaim from both critics and fans.Īnd like any game worth its salt, it’s been ported to the Nintendo Switch. ![]() The idea that eventually became Disco Elysium came to the collective’s founder Robert Kurvitz in the mid-2000s and spanned tabletop concepts and novels before a decision was made to funnel its dashing steampunk world into the medium of video games in the mid-2010s. ![]() It’s not often that a studio’s debut wins multiple game of the year awards, but Studio ZA/UM is not your ordinary studio.
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