Disco Elysium (aka No Truce With The Furies)

Discuții axate pe jocurile RPG.
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rege
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Re: Disco Elysium (aka No Truce With The Furies)

Post by rege »

Cred că numele nou este bun, deoarece m-a făcut să dau click iar acuma salivez

Articolul PC Gamer postat de Mahdi e succint însă nu prea oferă indicii cu privire la story, cu toate că interviul din zaumstudio (tot postat de Mahdi) trădează niște ambiții supraomenești. Îmi place designul foarte mult însă prezintă niște locuri în care n-aș petrece prea mult timp... iar alea sunt cam singurul tip de artwork prezentat. Mi se pare puțin suspect că nu menționează cât durează jocul și mi-e frică să nu fie mai scurt de 12 ore... cu toate că dacă tot jocul se petrece pe plaiurile respective, deja și 6 ore mi se par prea mult

În rest, descrierea skillcheckurilor pare în regulă, skillurile fiind interesante, adică bazate pe percepție/acțiune și nu pe abstracții
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Re: Disco Elysium (aka No Truce With The Furies)

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Re: Disco Elysium (aka No Truce With The Furies)

Post by joonior_bmf »

Cica vor pune un demo. Si spera sa-l lanseze pana la sfarsitul verii:
https://steamcommunity.com/app/632470/d ... 558433182/
Sper sa-mi ramana franci dupa summer sale :(
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Re: Disco Elysium (aka No Truce With The Furies)

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Câteva fragmente de dialoguri & skill checks:
Spoiler:
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rege
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Re: Disco Elysium (aka No Truce With The Furies)

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Bun, înţeleg acum de ce ia atât să-l facă :lol:
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Re: Disco Elysium (aka No Truce With The Furies)

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New screenshots:

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Și câteva detalii despre combat:
1. There are only a handful of instances of it. These are half-scripted, pseudo turn-based, set piece combat encounters. They are not cheap to animate and program. They come along as the pace and style of your investigation dictates. When you get cocky. When you push a violent angle. When you don’t move fast enough. When you’re in the wrong place at the wrong time. This is the narrative logic of a cop thriller, or a hardboiled novel, not a war game.

But they will come along (although only one of the encounters is entirely unavoidable).

2. There are tactical choices to be made. Let’s take the screenshot as an example. The entire scene is one nerve-racking tumble of choices. These bad dudes are trying to get to what’s behind you. (Spoiler territory – not shown in the screenshot). Do you try to talk them down, try a peaceful angle? Or shoot first? As you deplete topics, the conversation will return you to this hub. Taking the shot may have gotten easier if you lulled them into a sense of security – or harder if you’ve been tricked. Your skills will advise you, guide you. But are they right? Maybe they’re just scared?

And that’s only the foreplay. When you do decide to shoot, you do so by clicking on that Hand/Eye Coordination red check. (If it’s your attack of choice of course – what’s available depends on your weapons: more on that later).

What follows is what we writers call a whirl. Think of it as a pseudo-turn. First you either hit or miss with that Villiers 9mm. The resulting havoc will play out in cool and insanely budget-consuming animations. The opposing force will then try to retaliate. At that point the screen will freeze into a time-stop. During this time-stop you take in your immediate surroundings and consult your skills. This is the titular whirl, since you’re constantly directed back to a hub of choices. You may gain tactical information from your surroundings. See what your partner is doing. All the while you’re confronted with a Reaction Speed red check to dodge the incoming enemy fire. That active check becomes harder or easier depending on your skills guidance via passive checks: Visual Calculus has drawn your attention to the angle of attack, Half Light has gotten scared and wants you to run!

Once you click on that red check, you either get shot or dodge the bullet, and enter another whirl.

Using these whirls we can (painstakingly) build any custom combat encounter, and give it the detail and skill-focused storytelling we’re going for.

3. As demonstrated, there are dice rolls, with percentages. A ton of them. We use active dice rolls of the red check variant, where both the negative and positive outcomes are played out. The stars of the show here are: Hand / Eye Coordination, Physical Instrument, and Reaction Speed, but others feature too. And as always, you can buff these rolls with the Electrochemistry system, by carrying a bottle and a ciggie into combat, bad cop style.

4. Your items decide what you can do. No gun – no shooty, etc. They also provide old fashioned bonuses and penalties to the active checks you’re rolling. Wearing a heavy armour makes dodging that shot harder. Having a better gun makes hitting that shot easier. A sports visor keeps the sun from your eye and makes you more likely to get that Visual Calculus tip during the second whirl.

And not only that – thoughts in your thought cabinet may also contribute. These mercenaries are wearing a strange new type of ceramic armour. Research it – for weaknesses! – and that Hand/Eye Coordination gets one of those massive bonuses game devs like to talk about.

5. It’s not all number crunching, it’s also about style. You’re going to want to have a high Pain Threshold character for a combat encounter, just to get painfully immersive information about your body breaking down, in exquisite, spleen rupturing detail. It’s like Nabokov said: dying is fun. (Only it’s really not). Or max out on Shivers and see what this muzzle flash looks like from the perspective of the wind; hear it echo down the street. And you can still use Rhetoric, Drama, Authority etc too — you don’t have to stop talking the opponents down, or taunting them, or relaying information to your squadmate, because the “battle grid” came out. Dialogue options can be part of the whirls.

Okay, so to recap: each whirl begins with all actors moving in a totally unique way, animated by Eduardo Rubio, our animation lead — one hell of an animator, that guy. We use time-stops at the end of each whirl. Then there are options to consult your senses, where skills jive in. And each whirl is exited by rolling another red check that begins another animation, etc. Until the situation is resolved, or you’re dead.

Oh and:

6. If someone gets killed during all this – someone important to you or the case – they stay dead. There is no disconnection between story and combat in Disco Elysium. The results of each decision you make – or fail to make, because you were trying to be diplomatic – is played out. People die, people have their bodies broken. They remember that you tried to punch them and fell over, because you were drunk. This stuff stays with you. You sustain a wound and people say: hey, you don’t look so good officer, stop bleeding in my fishing village.

If this sounds like a lot to produce, then that’s because it is. Do not expect an encounter to await behind every corner. But I thoroughly believe this approach is, if not the future of RPGs, then an early warning of that future. Consider the possibilities: fisticuffs in a burning building, a direct artillery hit on your Station, an exchange of fire during a car crash. These are all action scenes we’ve told in the pen and paper version of the Elysium role playing system. It’s our brand of pen and paper action scene – and this set piece centred combat system is our way of getting it to you, in a video game.

The beauty of the system is — we can just as well put you in a squad based combat situation, as we can have you jumping over a chasm to get into the harbour. It’s a one-size-fits-all solution for action scenes, comprising both combat, and acrobatics / environment interactions. Both use whirls and time-stops.

It is powered by Metric, our downright vitruvian character customization that represents the human mind and body in a realistic manner, and was made possible with some pretty complicated animation programming.

Next time we’ll talk about those Motoric skills that are crucial to surviving a situation like this:

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Cimitri
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Re: Disco Elysium (aka No Truce With The Furies)

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Primul screenshot are un iz de Shadowrun. Sper sa fie interesant.
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Re: Disco Elysium (aka No Truce With The Furies)

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Re: Disco Elysium (aka No Truce With The Furies)

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Interviu cu lead writer Robert Kurvitz
https://www.rockpapershotgun.com/2018/0 ... g-details/
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Re: Disco Elysium (aka No Truce With The Furies)

Post by Magicake »

E foarte tare in gif-ul de mai sus cum reactioneaza amicul raposatului (cel rezemat pe zid). Dar lipsa de reactie din partea party members e total turn off :-(
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Re: Disco Elysium (aka No Truce With The Furies)

Post by Mahdi »

N-o să ai ocazia să te simți foarte des turned off din cauza asta.
There are only a handful of instances of it. These are half-scripted, pseudo turn-based, set piece combat encounters.

E în mod clar un joc pentru „cititori”, un fel de rpg/point & click cu o droaie de dialoguri. Dar poate ăsta e un turn off și mai mare pentru unii. :lol:
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Re: Disco Elysium (aka No Truce With The Furies)

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Podeaua din gif mi se pare că a fost făcută de cineva care n-a văzut aşa ceva în viaţa sa. Şi în celălalte screenshoturi sunt unele probleme (nu mari dar nici mici), ceea ce nu conta doar dacă se schimbau des. Însă dacă stai mult într-o locaţie, e cam grav deoarece, din această perspectivă, o să arate mai prost decât Commandos 2 :(
În articolul de meet the motrics sunt mai multe faze de trying too hard. Cred că acuma îi apucă disperarea. Păcat.
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Re: Disco Elysium (aka No Truce With The Furies)

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Re: Disco Elysium (aka No Truce With The Furies)

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Interviu cu R. Kurvitz la EGX Rezzed, de acum cateva luni. Spoiler-ul de care te avertizeaza gazda podcast-ului la inceput (pe la 2:10) nu mi se pare atat de impactant. Si cu siguranta nu se compara cu acea intrebare din PS:T. Nu tin minte daca s-a mentionat in vreun articol despre DE pana acum, dar rezulta ca setting-ul se numeste chiar "Elysium". Si explica si de ce au schimbat numele initial al jocului.
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Re: Disco Elysium (aka No Truce With The Furies)

Post by ola small dickie »

avatarul tau are freza de andreea esca :lol:
Currently playing: Broken Sword 5: The Serpent's Curse
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Re: Disco Elysium (aka No Truce With The Furies)

Post by joonior_bmf »

:lol:
E o parte a crestei ce nu e vizibila in portret. For reference:
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Re: Disco Elysium (aka No Truce With The Furies)

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Re: Disco Elysium (aka No Truce With The Furies)

Post by Cristan »

Chasing oblivion with Disco Elysium and alcohol addiction
the trope of a hard-boiled alcoholic is often used as narrative shorthand to paint a character as "troubled", but it rarely dives any deeper into the pain that drives someone to drink -- or how it really affects them -- other than oddly glamorized portrayals of the humorous cynics or former soldier who has "seen some shit".
lead designer and writer Robert Kurvitz [...], who has quit drinking since he began developing Disco Elysium four years ago, has never actually made a video game before. In fact, almost no one on his team has ever worked on a game.
Done
Out into the foggy street. Turn your collar up.
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