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Fabricated
Apr 9, 2007

Living the Dream
One real-life thing here that's relevant is that there are a lot of people who specifically do not have an "inner voice" when they think.

https://www.psychologytoday.com/gb/blog/pristine-inner-experience/201110/not-everyone-conducts-inner-speech

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Fabricated
Apr 9, 2007

Living the Dream

mary had a little clam posted:

Had a thought last night. I'm finishing up a 4th playthrough and some scenes are just a moving and powerful to me as the first time I saw them. The game just emotionally resonates very well.

And yet... on the surface, it's a story about a hosed-up sad-sack white guy who just gets loaded because he's obsessed over a woman that broke his heart. This is basically what every 20 year old white dude in your creative writing class writes and it's basically a cliché at this point that men writing about how they're hosed up and self-destructive is tedious.

How do you think Disco Elysium manages to avoid that tediousness?

My initial thought was that Harry is often very funny when he's loving up, but almost never cool. They some how manage to keep things funny and entertaining while still making it pathetic. I think inexperienced writers can't resist making their self-destruction still a little cool, and DE smartly keeps Harry cringe at almost all times.
It works because even though you start as a blank slate essentially where you fill in many of the blanks yourself- Harry is a full-fledged character outside of having his soul crushed by a single sad thing that happened. You can go pretty much the whole game without knowing really anything about his ex and he's still Harry.

Fabricated
Apr 9, 2007

Living the Dream
There's no one "right" way to play the game but I think the way I'd recommend playing DE is to do a couple runs with different stat buildouts and try to get to the end and experience the content as it comes and let the dice fall where they may.

After that you can start setting goals or stuff you wanna see the results of. Like going for the closest thing to the perfect scooby doo ending where you go sober, get over the sad thing, solve the case fully/properly, become besties with Kim, etc. Then just full communist/fascist runs, etc

Fabricated
Apr 9, 2007

Living the Dream

NikkolasKing posted:

Hello, I know zilch about this game but I got it because it sounds interesting.

It's just that, all these skills are confusing. I tried looking at a guide but all the descriptions just made me more confused and nervous about loving myself over.
Are there any poo poo skills I should avoid?

Drama sounds cool. Basically anything Intellect and Psyche sound like my preferred playstyle in WRPGs.
Failure is a normal thing in this game and there are ways to progress almost regardless of how many checks you fail- there's also a lot of content you ONLY see if you fail rolls. So don't stress it too much.

If you want to know how skills generally work: Your skills basically are all parts of your character's personality that chime in with their OPINIONS based on the passive checks they make or fail. They're not infallible however- and their input can be unhelpful (or flat out wrong) even at very high levels. Some skills will flat out give you bad advice on a more regular basis if you pump them really hard so they're passing all these hidden background stat checks when you're talking to people or making observations.

Electrochemistry at medium levels will pester you to get drunk and high, but can let you spot that someone is on drugs and even make accurate guesses as to what drugs they're on. At very high levels electrochemistry will basically be screaming at you to get hosed up when you pass a cigarette butt on the ground.
Authority can make useful suggestions about when you need to stand your ground and well, assert your authority. At high levels it'll constantly be butting in to tell you to dominate everyone and be a complete loving prick- to the point you may miss the times it's actually a good time to square up and take charge.
Encyclopedia will give you useful background information off and on, and details/trivia that can be useful. At super high levels it will deluge you in absolutely pointless minutia at every single turn.
etc. etc.

So unlike some roleplaying games, pumping a stat too hard can actually make it something of a detriment! But that's also part of the fun.

Fabricated
Apr 9, 2007

Living the Dream

Professor Wayne posted:

Question about helping Evart: Was it intentional that his seemingly super-shady plan for the fishing village didn't seem to have moral downsides? The pyro twins who hang out with an old, horny murderer get a rec center, but the residents have to deal with temporary construction noise. You know, normal city noise?

It's very possible I'm misremembering this, or didn't have the stats to find more info. My superstar cop was very, very dumb.

It's heavily implied that this construction noise is going to be intentionally obnoxious as possible and the plans for the center place it so close to the shantytown houses as to effectively be right on top of them. It'll make them miserable and probably leave, at which Evrart and co. will try to get their land too- with Evrart offering some canard about giving them better affordable housing in return. I usually forge the signatures if I got the ability to do so- in my head this lets the remaining two signees either say "eh gently caress it fine" or fight it and require Evrart to start all over again. I also do it as the only real thing I can do to gently caress Evrart over in return outside of vague possibilities of investigating him later.

Drama and I think another skill or two seem fairly convinced that Evrart legit thinks the center is gonna help the district, and that he actually wants to rebuild the district. My intuition is that Evrart is good enough to fool Drama and Volition doesn't care enough to notice because it's not a parallel to Dora for it to get upset about.

Fabricated
Apr 9, 2007

Living the Dream

Cpt_Obvious posted:

Out of curiosity, who is it that tells you this information?
If you look at the papers you need to get signed, it'll tell you that the center is basically going right up next to all the shanty houses- as in the walls of the thing are gonna be single-digit feet away. In addition to losing street access for a while, with the center construction being THAT close ("next door" is a lot different from "literally within arms reach of your window") the noise is gonna be really bad. Evrart makes no bones about just telling you the noise is going to bad enough to make the residents want to leave.

Fabricated
Apr 9, 2007

Living the Dream
Kim is basically Frank Drebin but competent.

Like imagine this scene with Kim as Frank and Harry as the chief

https://youtu.be/o8_9gHzW8vo

Fabricated
Apr 9, 2007

Living the Dream
Klaasje makes good on helping you crack the case (when she did not have to, and is clearly remorseful how it turned out) and has no part in the original murder but she starts the dominos that ends up getting a half dozen people killed in the street and just peaces out at the critical moment. She also hosed over Ruby who actually was growing to like her new position and home.

Doesn't mean she's explicitly evil or deserves to disappear into an organ bank on behalf of the moralintern, but in a vacuum where you don't know all the extenuating circumstances or outcomes detaining her is a sensible choice.

Fabricated
Apr 9, 2007

Living the Dream

christmas boots posted:

Although even without her I think you still end up with bloodshed in the streets. The mercs are still going to be looking for someone to blame and the Hardy Boys probably still end up taking the heat for it just by dint of being the local muscle.
It could have been defused maybe since she is the one who came up with the hanging which was humiliating enough to cause a massacre even before Harry lets him rot.

Fabricated
Apr 9, 2007

Living the Dream

No Dignity posted:

It is remarkable how they took 'Homer Simpson arguing with his brain' and turned it into such a rich, faceted and incredibly entertaining mechanic
I'm interested to see if any AA/AAA studio takes a shot at straight ripping it off and how badly they'll botch it.

Fabricated
Apr 9, 2007

Living the Dream
If you're really role-playing or are on your first playthrough blind arresting her isn't really a morally complicated thing or "cop brained". Depending on how well you investigate your only real info on her is that she has been constantly lying to you, and she may or may not be involved in the guy's death. There's no real evidence to go on that her story about being a spy isn't ridiculous (and her fake id poo poo you find after isn't definitive proof either). You have to believe a person who hasn't been truthful to you despite possibly several, several efforts to give her the benefit of the doubt- that she is not only a spy but such a spy that the moralintern will disappear her into a ditch if you send her to lockup.

instead of you know, a possible murderer trying to cover her rear end by constantly lying and throwing people under the bus. In a vacuum where you only know what Harry possibly knows, it's pretty benign to arrest her. You're sending someone to a lock up to get them to stop lying about a murder and you have no idea she'll get blackbagged out of there. It's not really the same thing as shaking some innocent person down or abusing your authority horribly- you're actually trying to figure out a crime with actual victims.

Fabricated
Apr 9, 2007

Living the Dream
The first time I played through the only reason I didn't arrest her was because I felt like in the time frame we're working with that whatever testimony we get would come too late to accomplish anything. May as well give her a station call since my department seems to have all but cut me loose by my reckoning.

If I had an inkling arresting her would've lead to me or someone actually interviewing her properly in a reasonable time frame I'd have done it.

I arrested her in another playthrough and was pretty surprised that the MI did in fact come for her. Because nobody in the game is really what they say they are save Kim.

Fabricated
Apr 9, 2007

Living the Dream

UP AND ADAM posted:

Volition was wrong about shivers. It never steers you wrong.
If you're going by how I interpret it I can see Volition not liking Shivers since it really essentially is a foreign entity communicating with you rather than some facet of your personality. Shivers isn't a thought process, it's how sensitive your antenna is.

Fabricated
Apr 9, 2007

Living the Dream
Again this is all predicated on believing her story about being a spy. Even in the end you actually don't know for a fact that a single word of what she says is true outside of her admitting her fake names. Finding her passport and ids doesn't really prove poo poo. You have zero (0) idea why the Moralintern wants her and the only reason you know they even do is your damaged brain giving you a psychic premonition of her being blackbagged after you arrest her. In retrospect arresting her is dumb because it doesn't help the investigation (she hands you your final clue on a platter if you let her go where you get nothing if you send her to lockup for the MIBs to disappear), but IMO at least all decisions from a roleplaying standpoint can be judged on the information you and Harry have at the moment of the choice.

She repeatedly lies to you regardless of how much benefit of the doubt you give her. All info you have makes her highly suspicious. There's a murder with an actual victim, and depending on your conversations it seems clear that solving the murder is one of the only possible paths to Lely's colleagues not hosing the neighborhood down with bullets (my original thought before I got to the tribunal was that the big decision was going to be if you wanted to hand the potential perp over to the mercs to be hideously killed, or have a shootout because you want to properly arrest them). Klassje very likely knows this considering she knew far more about him than anyone else, and her first move after he dies is to sucker the Hardys into staging a hanging which she's probably well aware WILL trigger violent retribution from the rest of the mercs. Taking or not taking in the morality of everyone's individual decisions it makes 100% perfect sense to arrest her. The person who was with the murder victim can't keep their story straight and you've got everyone else's involvement nailed down fairly well- you'd logically have to be a loving moron to let her walk based on a fairly wild sounding story after she already has lied to your face repeatedly. Harry can toss her in the clink for entirely petulant, shitheaded reasons (making his brain sad because she LIED to him and reminded him of the wife he abused) but again- from both of your vantage points there is zero reason to believe her story and legitimately no way to know the MI would haul her off for real.

Ruby is stupidly easy to explain. She literally puts a gun to her own head and you get the choice of either letting her go or making her blow her brains out. You have almost no reason to believe Klassje because she's straight up a proven liar and a manipulator- regardless of how sad her life is or how pathetic Harry's anger about it is. Ruby has a loving gun to her head- that math is easy. Attempting to arrest Ruby is 100% copbrained, sending Klassje to the station makes sense.

Fabricated fucked around with this message at 03:42 on May 27, 2022

Fabricated
Apr 9, 2007

Living the Dream
Dros is better off being taken care of in some minimum-security jail or whatever than staying here he is. He almost certainly will die in short order after his arrest of natural causes. It's not deeply satisfying but it's not meant to be- if you didn't catch him he was no longer in the shape to do it again. You were far too late in more ways than one.

Fabricated
Apr 9, 2007

Living the Dream
I'd love an effortful Japanese dub just to hear some prolific anime voice actors have to do some of these lines

Fabricated
Apr 9, 2007

Living the Dream
It's the socialist version of "my crook is the only good crook".

Fabricated
Apr 9, 2007

Living the Dream
Joyce and Edgar are pretty good examples of different approaches to what I'd consider evil.

Joyce is pretty nice, well educated, cultured, shockingly patient, seemingly sympathetic. She genuinely does not want a massacre to go down for at least partially human reasons. She wants to de-escalate the situation both to save face but also she pretty genuinely seems horrified at the idea of a massacre.

... She's also part of the body that manages the company that hired these unvetted mercs to break a strike. Wild Pines hired these people. She's the one who played into the Claires' hands by trying to strongarm them and loving it up. You don't hire these guys and this doesn't happen.

Meanwhile if you talk to Claire after Joyce leaves he's almost sick with glee about the massacre he knows is coming. That conversation more than anything Drama wants to tell you, confirms that Claire seems to drink his own Kool aid. He hates Joyce and everything she represents so much he's breaking kayfabe and giving easily readable expressions.

He also makes it very clear he does not give a single solitary gently caress about the Hardies or anyone else who ends up gunned down in the street. Not even in the "well they'll be martyrs" or "they know what they're doing" way- he's barely thinking about them because to him this is all they're good for. He has his "real" boys anyway. He's a lot more openly monstrous than Joyce in this bubble, even though I still think this falls squarely on Wild Pines for loving up their escalation.

Fabricated
Apr 9, 2007

Living the Dream
They're a bunch of drunks who run off unauthorized drug dealers and remind outside parties that the union is in charge there.

Facing down extremely highly armed and armored military personnel with popguns was absolutely the last thing even the Claires expected them to have to do.

It's pretty clear Edgar doesn't give a poo poo what happens to them. He all but says it. Titus even knows how hosed they are when the showdown happens- after they all puff themselves up about having weapons to deal with the mercs when you try to warn them in the Whirling that they're gonna get loving wiped.

They (well, not Shanky depending) all step up in the end but lol no way did any of them or even their bosses figure this was potentially in the cards before the strike.

Fabricated
Apr 9, 2007

Living the Dream
Titus is basically like "I'm deleting it, I'm deleting it" when you show up to the tribunal. I forget which skill says it but it says he knows he's facing overwhelmingly superior firepower now that they're standing in front of him.

To the point he even hushes Lizzy- who is probably the only person there who has no idea that poo poo is going to go down.

No matter what happens- they never fire the first shot. It's either you or the mercs. They do their job when the lead starts flying but they don't exactly do their defenders of the realm poo poo before that point. They appreciate you for it in the best outcomes but they happily let you step between them and handle negotiations despite it being their turf.

Fabricated fucked around with this message at 19:52 on Jul 15, 2022

Fabricated
Apr 9, 2007

Living the Dream
I got it on the first playthrough and realized "Oh wow, the game will account for you not finding this" when it's such a critical piece of evidence.

Fabricated
Apr 9, 2007

Living the Dream
I don't feel like doing it, but what does Kim say at the end of the game if you properly solve the case as a boring cop copotype and don't opt in to any political stance?

Fabricated
Apr 9, 2007

Living the Dream
I figured that had to be obscenely hard.

Fabricated
Apr 9, 2007

Living the Dream

Sardonik posted:

My favorite playthrough has to be WoolieVersus'. You can tell they have a tremendous appreciation for the game's themes.

https://www.youtube.com/watch?v=5tLp8KJWpuQ
Pat was pretty good too if for nothing but him getting super pissed off when he got the World's Most Laughable Centrist achievement.

Fabricated
Apr 9, 2007

Living the Dream
The thing that kept consistently slaying me when I'd check out other playthroughs is how upset almost all of them got at getting The World's Most Laughable Centrist achievement. Or their reactions to the end-of-game evaluation. Especially funny when they get evaluated as a fascist.

Fabricated
Apr 9, 2007

Living the Dream
Jean and Harry's probable dynamic when they worked together is something I'd love to see. The impression I got is that Jean is probably more like Harry than he cares to admit which is why he takes Harry's collapse so personally past just having to put up with a suicidal drunk.

Fabricated
Apr 9, 2007

Living the Dream
You can be a true-blue moralist in your end-game assessment. It has been a while since we talked about it but I believe you can register as nothing/purely boring too but it's difficult.

Fabricated
Apr 9, 2007

Living the Dream
I'm mostly annoyed about the circumstances even it is poetic in a disgusting manner. I don't think they would've pulled a second rabbit out of their hat; I just wish they could've kept their IP.

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Fabricated
Apr 9, 2007

Living the Dream

christmas boots posted:

There's a genuine possibility that this game would never have been made had they not made this Faustian bargain. They lost the rights to it, but at the same time, they were able to get their message out to the world at least once.

How does that come out in the balance? I don't know; there may not be a correct answer.
It's the most leftist thing ever honestly, where you get a message out and then completely lose.

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