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Disco Elysium - The Final Cut Is Like Going From A Black-And-White Movie To Color

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Disco Elysium's developers say the new version of the game is much closer to their original vision than what they shipped last year.

When fledgling developer ZA/UM set out to make what would become Disco Elysium, to some degree, they didn't know what they were getting into. The game as it was released is set in a single district of the fictional city of Revachol, called Martinaise, but in its original conception, the game would have spanned five. Scaling back became a necessity for the relatively small team at ZA/UM if they ever wanted to get their RPG out the door--but after a successful launch and more than a year of additional development time, Disco Elysium is about to become much closer to what its creators originally intended.

Disco Elysium - The Final Cut is set for release on March 30, and it significantly expands the game ZA/UM released in October 2019. Along with releasing on PlayStation 4, PS5, and Stadia (ZA/UM says it plans for Switch and Xbox One and Series X|S versions in the future), the Final Cut adds new quests, new characters, and myriad small changes throughout the game that will allow players to solve problems in new ways. ZA/UM gave GameSpot a look at the Final Cut during an online preview event ahead of its release, which gave a sense of some of the tweaks, while showing off the real crown jewel of the enhanced version of the game: full voice acting.

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Now Playing: Biggest Changes In Disco Elysium - The Final Cut

"I would even go so far as to say that it's sort of like having seen a film in black and white, and hopefully having liked the film, and then coming back to that film after the director has sort of reworked it and created his dream version of the film and seeing it in full color, all of a sudden," voice over director Jim Ashilevi said during the event. "I would say the difference is that vast and dramatic."

It was no small feat--as Ashilevi explained, Disco Elysium contains about 1 million words that had to be voiced, about the same amount as is contained in all the Harry Potter novels, or twice as much as is contained in The Lord of the Rings and The Hobbit. The Final Cut features about 59 actors from countries around the world, he said.

"Revachol really is sort of like the capital of the world. It is a gigantic melting pot of different cultures, different languages, different political views," Ashilevi said. "It's a huge melting pot for all of those things. And we really needed the voiceover to emphasize that aspect of Disco Elysium. Because you do get a sense of it without the voiceover, when you go through the game as if you're reading a novel. But the voiceover read, it does have to be a game-changer in that regard. So I would say that having brought all these different languages and accents into the game and giving you the opportunity to actually hear that symphony of accents really does make a huge difference in the way you experienced Disco Elysium."

While the fact that Disco Elysium - The Final Cut is fully voiced should drastically change how the game feels to play, it's not the only addition to the game. The Final Cut also adds four new quests that expand on the characterization of the protagonist through the political alignment players bring to him.

No Caption Provided

These additions are called political vision quests, which allow you to further expand on Disco Elysium's Thought Cabinet mechanics. Depending on the choices you make through the game, the Thought Cabinet elements you focus on, and the way you interact with other characters, you'll get access to one of those four quests.

Picking one quest excludes you from the others, and not all the quests are the same length or have quite the same impact--but all of them will have effects on the later game. According to lead artist Kaspar Tamsalu, the aim for the political vision quests is "culmination and catharsis."

"For some players, these political vision quests will indeed offer self-expression, role-play, an act, while for others, it offers a way for true introspection," Tamsalu explained. "Unlike in real life, the video game allows one to reload a save game and try to resolve a complex situation in a different way entirely, and through this process, the player will undoubtedly open themselves up to different and sometimes opposing points of view. This opens the way toward empathy. Sure, we’re getting a bit deeper into the political side of the game with these political vision quests. We’re also getting a bit deeper into the mind of (the protagonist), and poke a bit deeper into the tapestry that is the history of the world of Elysium."

"I can say that by completing each of these quests the player will undoubtedly meet new people, learn something new about people they’ve already met previously in the game, learn something new about themselves, uncover--let’s call them secrets--about the world of Elysium," Tamsalu said.

No Caption Provided

Other changes to Disco Elysium in The Final Cut bring a variety of improvements. The game's frame rate has been increased, Tamsalu said, and The Final Cut includes fast travel to make getting around Martinaise a little easier. There's new art and music in the game to go with the additional content. And ZA/UM has worked to make The Final Cut easier and more interesting for streamers, with a mode that replaces copyrighted music. Twitch integration means fans watching streamers play Disco Elysium can vote on actions and dialogue choices. There's also a feature that will allow stream viewers to vote to either increase or decrease the player's stats, altering how key moments in the game might play out.

Taken together, the improvements and additions to Disco Elysium in The Final Cut bring the game in line with ZA/UM's original vision--not the pie-in-the-sky conception with a sprawling city and real-time tactical combat, but the involved, novelistic version it spawned, and which Disco Elysium came close to hitting in 2019.

That's why ZA/UM poured so many resources into fully voicing the game, Ashilevi said: The developer wanted to create the best version of Disco Elysium it could, and make it as approachable as possible for players, especially if they were playing it on their couch.

"We wanted the existing game to shine in its full glory, rather than rush off and go wild with expansions," he said. "Disco Elysium was already complete, all that was missing was the political quests branch, which is now added to the story. Thus it made complete sense for us to pour most of our resources into the aspect of the game that still had the greatest amount of untapped potential--voice over. Up until now the game mainly stood on the shoulders of two giants: the writing and the art direction. Now we finally have that third pillar built in the form of full voice-over, which not only complements but also elevates the strongest features of the writing and artistic style of the game. With those three pillars supporting the experience of moving through the story the player finally gets fully immersed in the game the way we wanted them to be immersed in it in the first place."

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philhornshaw

Phil Hornshaw

Phil Hornshaw is a former senior writer at GameSpot and worked as a journalist for newspapers and websites for more than a decade, covering video games, technology, and entertainment for nearly that long. A freelancer before he joined the GameSpot team as an editor out of Los Angeles, his work appeared at Playboy, IGN, Kotaku, Complex, Polygon, TheWrap, Digital Trends, The Escapist, GameFront, and The Huffington Post. Outside the realm of games, he's the co-author of So You Created a Wormhole: The Time Traveler's Guide to Time Travel and The Space Hero's Guide to Glory. If he's not writing about video games, he's probably doing a deep dive into game lore.

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Berserk8989

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Can't wait.

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Judeuduarte

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On one hand this game is a Masterpiece so having a reason to return to it is always nice.
On the other hand i would like to see what a team like this could put up next. Hearing them talk about how much money that spent on voiceover worries me (and something that won't make much of a difference, it's so text heavy that I read much faster than anyone talking). Really hope that this Final cut brings them profit. Hope that a second game is just as awesome as the this one

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DeadlyMustard

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Though I really enjoyed this game, I was thinking that there would be a progression of new areas to explore, not just one hub. That sort of let me down a bit, but I'll probably do a second playthrough of this.

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dlM0kn

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Wow, it's more than just more voice acting being put in? I'll start my 2nd playthrough probably this coming winter.

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donutking7

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This is one of the best games I've ever played.

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esqueejy

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Worth noting that this is why publishers and investors think they can get away with forcing the developer and company to take the risk of releasing early. Yeah, the initial release happened to be good and that's why people will resist seeing it from this angle, but had the initial release been crap and people been upset, they'd be more likely to agree with saying "so they released an unfinished product and finally finished it"...which it sounds to me like exactly what they did, and manag4ed to get away with.

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skippert

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Edited By skippert

@esqueejy: If you ask me, Disco Elysium really didn't need more work and already felt like a finished product. Seems like the developer thought of it as a passion project and decided that they wanted to include things that were originally cut from the game to give us an even better experience. Normally in a development cycle, those cut features are forgotten about altogether and most of us consumers never hear about most of them. For me, it was a 9/10 game and a great experience and I am glad they decided to come back and add more features to the game so I can have another go and check them out. It's normal in a development process to cut features for one reason or another and doesn't necessarily always mean that the product released in its final state is an unfinished one.

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esqueejy

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@skippert:

I get that, but you're illustrating my point. Your entire argument is that what they initially released was good, so it doesn't matter that it was in some ways unfinished. That it was what people would usually call "unfinished" is suggested by the nature of some of these "updates", like finally providing voice acting and making a bunch of optimization. The devs even talk about it as though it's now what they always wanted it to finally be.

BUT, you get away with it if the initial product is still good. That's why executives and investors and the mucky-mucks think they can make the developer do it..."we'll just finish it while they're playing it and they won't mind because it's still good." And they're right when they're right....but oh so very very wrong when they're wrong.

And I don't mean this to take away anything from this game or just how good it was as released or from the devs. Mostly, I mean it as a comment on just how fickle our perceptions are as consumers.

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mogan

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@esqueejy: Wasn't Disco Elysium self published by a tiny fist time developer? And isn't it only on PC right now, where the Final Cut will be a free update?

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esqueejy

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@mogan: Yeah, I think I read somewhere it was like 35 devs and 15 or 20 contractors or something. That these guys pulled it off certainly just functions as even more bad encouragement to the big outfits though. I mean, "if they can do it, then surely WE can do it" must be the takeaway.

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mogan

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Edited By mogan  Moderator

@esqueejy: If more of the big AAA publishers' take away from Disco Elysium's Final Cut is that they should use the proceeds from the original launch to add features they couldn't afford during development, and then put them out as a free update, that'd be pretty cool.

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esqueejy

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@mogan: Of course. But trust corporate Murika to draw the wrong and upside-down conclusions. Instead, they look at something like this as proof of concept that they can indeed release something that is incomplete in the sense that they've left things on the cutting room floor that they plan to add in later...as long as the initial release is "good enough"....and they have a remarkable record of convincing themselves that things are "good enough" for release when they're really not. We've all seen situations where it seems obvious that they've even already built parts of a game but then withhold them from a release so they can be added later (with people paying for the privilege). It's not a huge leap to think that companies arrive at the conclusion that they can get away with the business model of releasing unfinished products to generate offsetting revenue and then continue to finish them as consumers buy and play them.

And I'm not saying that this is what the people at ZA necessarily did or that it was the calculus they necessarily made. In fact, it really seems that's not the case here. I'm just saying that when you look at it objectively as just the isolated facts of a good release followed by changes that really sortof "finish" the product, you can see where wrongheaded conclusions could be drawn. I'm also saying that when similar situations happen but the initial release was crap, we're much more predisposed to get very angry, go on the attack and make a whole lot of assumptions. The initial release itself being good tends to shut that off.

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mogan

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mogan  Moderator

@esqueejy: If AAA publishers look at small indie devs doing right by their customers, and take all the wrong lessons from it, that'll be a shame, but I still appreciate when developers (indie or otherwise) reinvest in their games after they've been successful. If the next big AAA game looks barebones and not worth it's price tag, I just wont buy it.

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@esqueejy: I believe I read that these devs were running out of funds to continue the development process. There's an article somewhere on the web mentioning that they always wanted to include the features from the final cut in the original release but the costs of development brought them to a bottleneck.

I don't have too much trouble believing this since this is a team from Estonia that's never been heard of before.

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yakitysmakity

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I think a better headline would be "Disco Elysium - The Final Cut Is Like Going From A Silent Film to a Talkie." Too on the nose?

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deactivated-64a3ced8b46b8

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@yakitysmakity: 😄👍

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bbq_R0ADK1LL

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I've been putting off playing this... just never been in the right mind space. I keep hearing great things, so I'm looking forward to playing soon.

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Sindroid

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@bbq_R0ADK1LL: Could never get into this game. It is VERY dialogue heavy..

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timthegem

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@Sindroid: Even calling it a "game" is a stretch.

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Berserk8989

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Edited By Berserk8989

@timthegem: Lmao. Calling this not a video game would be ridiculous. This is "peak" gaming. It's like saying Planescape Torment is barely a game, even though it's considered by many as one of the best RP video games ever made.

Disco Elysium is certainly more of a game than 99.9% of AAA ones. The key word here (and what differentiates video games from the other forms of medium), is "INTERACTIVITY". And if we judge Disco Elysium by it's level of interactivity and freedom of choice (along with the reactivity/variety that ensues because of it), it's, as said before, more of a game than 99.9% of AAA ones - which are mostly just linear movies with repetitive combat sequences thrown in - and many non AAA's.

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timthegem

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@Berserk8989: I spent 25 hours playing this game and the "choices" were limited to when I looked in the mirror, conversational dice rolls, and the spending of skill points that had minor results. It's also more linear than any RPG that I have played in years. Walking back and forth along the same path and clicking on the same hot spots a hundred times is not freedom.

My opinion is objective and I refuse to go full fan boi on this game simply because it has an impressive vocabulary.

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timthegem

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@knaitoe: From the updated review: "...there are game-breaking bugs that may require you to replay the game anyway. Some of these were present in the original release, but others appear to be new to The Final Cut and, in particular, the console versions." By all means, applaud it some more. Be that sheep.

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skippert

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Edited By skippert

@timthegem: Dont need to go full fanboy on this game but saying something like "Even calling it a "game" is a stretch." is a ridiculous comment. Especially coming from someone who spent 25 hours in the game and couldn't even get a grip on the mechanics.

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deactivated-628727f4bffe4

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@timthegem said:

@Berserk8989:

My opinion is objective

hahahahahaha, nice troll dude

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jhcho2

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@bbq_R0ADK1LL: Just a warning to you. Playing this game is like playing an interactive story book. If reading lines and lines of text is not your idea of playing a game, this game is not for you. And when i say 'lines of text', i'm not talking about Bioware D&D (ie. Baldur's Gate & Dragon Age) kinda level. It's like reading a book kinda level.

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tbird7586

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@jhcho2: it's main influence is planescape torment that would be the easiest comparison to give someone an idea of the gameplay or more recently it's spiritual successor torment tides of numenera

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jhcho2

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@tbird7586 said:

@jhcho2: it's main influence is planescape torment that would be the easiest comparison to give someone an idea of the gameplay or more recently it's spiritual successor torment tides of numenera

I bailed on Toment Tides of Numenera for the same reason. So I didn't make that comparison because I didn't play enough of that game.

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Renunciation

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Disco Elysium was already an outstanding game, so I'm looking forward to this "Final Cut".

That's without considering the game's "politics", as well.

As far as the in-game politics go, it is an incredible achievement to have created a game so wholly embraced by the entire real-life political spectrum.

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OpenMind23

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It always amuses me in trailers how they choose to have an incredibly "deep voiced" narrator, for stylishly awesome effect. So much so, that I wonder if there will be a limit lol, like it's just a low frequency hum 😄

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