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Speculating into the future, I feel that the game has a time limit of sorts, kind of like in Persona where you move in a linear fashion and days that went past cannot be returned to. Not getting deep into the story, but trying to remember your actual home address causes another feature to unlock allowing you to delve into your psyche as a “internalization project” where game time is spent unlocking it. It’s a trap for pseudo-completionists like myself because I would do it for the experience points. Another awesome feature is how your own brain launches you into caving into your physiological urges like smoking and impulsively singing karaoke, turning them into quests. The irony is that failing actually gets better results, narrative-wise. Social skill checks start to happen, so what do I do? Save and Reload to get the best possible outcome. Hell, even finding a shoe is a side quest on its own! Adventure Time!Īs I explore the hostel I woke up in with no recollection of the past, I run across its denizens and make conversation. A good 30 minutes of game time is spent trying to get dressed and a good deal of gameplay really delves into how the character thinks. This existential discombobulation really is relatable to a good part of us almost 40-somethings. It really reminds me of days where I go on an uncontrollable bender and I can’t seem to get a grasp of reality. Or what I’d love to call Mondays before my weekly Zoom meeting. Of course, being deliciously Kafkaesque (or dare I say Lovecraftian?), I kept digging, descending into the proverbial rabbit hole of madness.
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The dialogue is sardonic, existential, and really creates a strong first impression on what we’re about to expect. At this point, if this is not your cup of tea, I warned you.
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The game opens to an internalized dialogue between the layers of your brain. While Persona 4 onwards touches on it, it drops the Jungian psychobabble and maxes out the waifu BS to the wazoo. What drew me to Persona and even the Shin Megami Tensei games in general is this unspoken existential dread that lurks in the underbelly of its normcore world. It’s great that ZA/UM thinks of neurotic gamers like us. I like a skill that allows me to see the fabric of reality in-game. I hated David Lynch’s Inland Empire, but this skill with the same name I’m in love with. Upon checking out the skill sets, I was instantly in love. If I was a scrappy DPS with the “Mentalist” archetype that cuts their way to the top, I think I already had my fill with Assassin’s Creed Odyssey and Bravely Default for that. Of course, I had to choose the “Sensitive” archetype because my characters in Fallout, Mass Effect and Dragon Age usually talk their way out of things. It reminded me of World of Darkness archetypes and it was a refreshing break from the mute warriors taking on the same quest of saving the world from their androgynous BL pairing on JRPGs. The generated character archetypes already drew me in.
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After purchase, the 11 gig game was quick to download and I was ready to have my mind blown.
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Besides not being able to play most of my early access games (now on Beta stages three years later), Steam empowers Mac gamers to be able to access some of the games the PC Master Race have monopolized for years. It’s been three years since I last navigated Steam, and the interface on the Mac didn’t change much.
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All the stars aligned: The Working Class update allowed the game to run on 2012 Macbooks, the game was 25% off on Steam, and I was looking for a new game to sink my teeth into-I didn’t even think twice. To my surprise, they released it on the Mac late April. It would be late 2020 at best as I remembered it took forever for Darkest Dungeon to drop on PSN. Lacking a workable gaming laptop, I had to wait with the rest of the console plebeians as the PC Master Race lavished in its spoils.
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Thus, when Disco Elysium took home the narrative award, ZA/UM’s indie darling shot from obscurity to the top of my gaming radar. The game was easily completed within 5-7 hours and I’ve scoured every nook and cranny by the 20 th hour, taking home the platinum to boot. The story elements weaved seamlessly with the gameplay and invited me for seconds. It was a brilliant exercise in interactive storytelling clearly illustrating what a time loop can feel like. I bought Oxenfree when it went on sale (alongside co-nominee Firewatch) on PSN and I was floored. It beat out The Outer Worlds and Control for best story and the last time I wondered about that was back in 2016 when Oxenfree was one of the nominees for the award. Disco Elysium was never on my radar until I saw the results for best narrative in the Game Awards last year.
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