no peace with furies
May. 28th, 2021 10:01 pm
i fall into a proper gaming binge every half a year or so, and then forget that computers games exist altogether. my last bout of addiction was hades, a gorgeous roguelite about trying to get out of the underworld and dealing with family, bigger on the inside than it seemed outside. now i've spent a week headfirst into the beautiful madness of disco elysium, and i'm nowhere close to done. middle of the second playthrough, at least a couple more ahead, maybe three, maybe five - this kind of not closer to be done. finally, almost a decade later, there's a spiritual successor to planescape: torment, perfect, unique and compelling like nothing else. i'm head over heels in love.
(and a note: it's very much a game that can and should be played by non-gamers. it's a true click-and-pointer; the entirety of its action happens through dialogue. give it a try.)
in disco elysium, your character wakes up in an absolutely trashed hotel room, coming off a bender of epic proportions, fucked up beyond recognition, and fully amnesiac. it turns out you're visiting a (very much not) sunny town of revachol, a slowly decaying remnant of revolution and consequent war, and, well. you're a cop, and you're here to investigate a murder. namely, a murder of somebody whose dead body is still hanged in the backyard…
this is a horrendous mess, and you are a horrendous mess - bloated, amnesiac, confused, weird, pathetic, with a host of warring impulses and demands fighting for space in your head - but thankfully there's a pillar of stability and light in your dark world, waiting just downstairs: lieutenant kim katsuragi, your assigned partner from another station, a man with godlike sense of dignity and practically endless amount of quiet patience for your bullshit. together with him, you can investigate a crime, try to stop a small civil war, solve a couple of questions of the universe, and maybe, if you play your cards just once, dance a truly epic dance together in a shot-up church. there are also cryptids, karaoke, board games, collecting bottles for money, a mystery of a crashed police car, discovering your own feelings about the homo-sexual underground, and many, many other things.
(the gameplay: you have four sets of stats (intellect, sensitivity, physicality, interacting with objects) and, depending on how you distribute them, you play a wildly different character every time. there's no way to fail: your detective can be dumb as a bag of rocks but able to get by on intuition and muscle memory, or smart and horrible with people, or empathetic and weak, or - the combinations are endless. the game is conducted via a combination of red stat checks that you can do only once, and white checks that you can try, fail, up your stats and retry again. aside from a handful of cases, a lot of time it's easier - and funnier - to accept failures rather than try for a perfect go every time. you are a hot mess, after all. there are ten game days, a variety of sidequests and tasks, and almost endless variability in how you approach them. everything is connected, except for that one door.)
(there's also a political system, where you eventually pick up your political affiliation: a communist, a libertarian, a fascist, and a wishy-washy uncommitted liberal. the game has a lot of things to tell you about all your choices, most of them funny, some of them horrendous. there's no innocence here, and no way to weasel out of the consequences of your worldview; and you could also see that it was done by eastern europe people.)
and the thing is. the thing is, it's very much the kind of a game where you perform a field autopsy on a three days old corpse while a couple of preteen kids are watching avidly and offering their color commentary, and at some point you have to rummage in the corpse's mouth and feel its brain stem. a lot of very, very bad things happen or happened - to you, to the people around you, to the town around you, to the world around you. where in fallout you rolled into town with your stats jacked high and your blaster in hand, and solved ancient disputes and established peace, here the weight of the history is very, very heavy, and you're very, very small. you can't solve the decades of violence and war and trauma and colonization and poverty with the power of your save-scumming and pithy one liners, alas; but you can solve a murder. you can help a sweet and worried old woman. you can put your cheek to a kid's fuzzy plush toy, when offered. you can tell a person, gently, that their loved one is dead, and lie about how drunk they were when they did that. you can replace a taxidermied bird you broke. you can sit on the swing with your partner, waiting for the low tide, and whistle together - two birds on the wire…
it's the gentlest, kindest, sweetest, most hopeful game i've seen in the last decade. it's a goddamn manifesto to human spirit, and to how only - well, love - holds the world, always falling apart, together. a huge part of it is your relationship with kim, because believe me, whoever you are, most of your playthrough would be dedicated to chasing kim's approval and to winning his trust. but it also sneaks into all the cases, all the dialogues, all the little throwaway details. everybody is human; everybody is awful; everybody is holy, even you. oh, even you.
(there are storylines you can or can not discover. about why harry is such a mess - and it's awful and i loved how it was done, with empathy and grace and no judgement; about the state of the world, a bit of eldritch horror so throwaway and beautiful i would read entire volumes just about that; about the city of locusts; about a small girls' memory of playing in the reeds; about the scar of the revolution. suliram, ram, ram…)
(it's also brilliantly, awfully, absurdly, hysterically funny. Art Cop run alone makes me just about die. every failure is funnier than the other. you can be as weird as you want to - in fact, the game encourages you to be as weird as you want to be - and the world around will react accordingly, outperforming you in sheer absurdity. there's a war-and-peace sized amount of dialogue and description in the game, and it's written by some damn genius of pratchettian caliber.)
and, and and. honestly, the best way to get sucked into this game is not reviews, it's random quotes and screenshots, out -of-context spoilers - it's more or less impossible to resist. but please, oh please, give it a try.
>Someone's been walking around in your dreams lately, looking for something. Tidying up, rearranging. Storing away all the unrealized dreams, putting old pains in boxes. The worst nightmares have settled down for a while. A spot of light on the bedroom door after the dark. The fluttering of eyelids in the spring sun. A thought that arises, only to disappear again. And yet there's a pattern emerging…
What if you didn’t lose your memory? What if something in Martinaise came and stored it all away. For you to slowly open one box at a time. So you can choose which parts to keep. Keep almost none of it. Only the flowers on the windowsill. Only the distant sound of a radio. Lose all the actors, the dark shadows, leave only the still lifes, the blissful distant wash of waves. If everybody knew -- you never did. She’ll be coming soon. That is all.