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Review of Disco Elysium

A noir-style single-player D&D campaign in a can!

Disco Elysium is an odd game. It is a non-combat role-playing game where you play a detective who can’t remember. He was sent to the unincorporated harbor city of Martinaise, in Revachol, to solve a murder. In that, you’re aided by a true Gamgee of a partner, Lieutenant Kim Kitsuragi. Over the course of the game you deal with the murder, the past of the character, the past of the world.

Before proceeding with the review, it’s worth pointing out there is legal drama around the studio that made the game. Wikipedia: “Disco Elysium:” Legal issues provides details, but for those who don’t want to buy a game under some cloud of studio controversy, you might wait. (I bought it before the issues came to light.)

I played on Linux via Proton/WINE, and the game ran fine. Controls are mouse and keyboard. You can use either, though I tended to use my mouse. The interface is nice and you’ll want to lean on the right-mouse button while moving in the world to help you know when the character has a thought orb above him. You can zoom using the mousewheel, you can scroll the dialogue panel by clicking and dragging.

The game is incredibly wordy, by design. It’s also thoroughly voice-acted with very distinctive voices. (The NPCs in the game are all different backgrounds and accents.) It is a game that swings for the fences of all applicable sense organs: eyes, ears, and feels. And it clobbers them all beautifully.

The basic gameplay involves interacting with NPCs through dialogue, asking questions, reacting. You gain experience for these interactions that let you spiff-up your character sheet. Other augments to character include your clothing and internalized thoughts in the thought cabinet. These thoughts have temporary effects and permanent ones, as well as a timeframe to complete the thought. You may forget them if you do not need or want them any longer, or if you need a slot to internalize a new thought—but if forgotten, they’re gone for good.

The various player stats are used when passive or active checks occur, letting you ask questions, get answers, perform tasks, notice things about the interogatee, about yourself, about the world. Active checks show you a percentage chance of success, and mousing over a check will show you its details (what you rolled versus what you needed to roll). There are red checks and white checks. Red checks are do-or-die. If you fail one, you can’t retry without save-scumming. Failed white checks may be retried by leveling up the relevant stat (or, sometimes, by poking around the world based on various hints).

Oftentimes, you will want to go into the proverbial phone booth to change your clothes before attempting a check. For example, if something requires higher Visual Calculus, you will want to change out of any clothes that give you debuffs to that stat and change into any clothes that buff it.

The basic gameplay is stretched over an incredible and dense campaign. Time passes through the day, interaction by interaction. NPCs start disappearing to sleep by about 2200 hours, and the clock stops around 0200 with the world mostly a ghost town. The story is divided into two main parts: the first two days (during which your movement is restricted to the northern urban harbor area) and days three-plus, when you can roam around the coastal village south as well.

On my first playthrough, I had a harder time playing it continuously, feeling the need to take time to digest between smaller sessions. It can be tricky on that first run, to know what matters, to know what’s going on. But it has good replay value, and I completed seven runs total. Even then, there were things I missed. Small things, perhaps, but there is a lot of solid, funny, poignant world in this game.

It took me 121 hours to get all 40 achievements. While I can’t say if I’d currently buy it again, with the drama going on with the developers, if that’s resolved (or it doesn’t bother you) this game is worth a look, a listen, and several feels.


Without going too much into the specifics of the allegations or drama around the company, in some ways it seems almost fitting or at least expected, given the contents of the game, that such a thing would happen. Life imitates art, after all. But those involved produced a great game, and I hope they will find their way to produce more quality work in the future.

Review of Embracelet

Legend has it there’s a birdwatcher on Slepp.

Embracelet is a casual 3D adventure game centered on a magic (telekinetic) bracelet and a teenager on the edge of adulthood who is given a quest by his grandfather to go to a remote, depopulated fishing island, Slepp, in northern Norway to return the artifact.

I had previously played Milkmaid of the Milky Way, by the same developer. That was a short, more traditional point-and-click adventure about a rural milkmaid who boards a spaceship to save her abducted milk cows. Both are built around kind and humanist narratives.

I played it via Proton/WINE and used an old console controller (per the game’s recommendation to play with a controller). When I first booted the game, before I opted to use a controller, the mouse cursor wasn’t showing up, so maybe controller is best? The joystick controls were manageable, but I think I would have preferred to play with mouse and keyboard, as I found using a joystick to move the cursor mildly annoying.

The graphics are simple, but pleasing and consistent for the style. One flaw there was a semi-subtle global reflection applied to the world. I didn’t like the look of that, and I’m not sure why it was there, but from time to time I noticed it and felt it was a distraction from the overall aesthetic.

The principle action of Embracelet takes place on Slepp, with several different quests to be found as you explore. The gameplay and events are fairly spectacular, and the game does a good job of keeping its pacing between exposition and simple puzzles. The only pain points for me were the follower events where you have to follow NPCs, which always feels a bit annoying.

The least explicable part of the game is the lack of any accommodation for the main character on Slepp. Where does he sleep? Does he eat? Is he actually a robot?! The game never gives up the goods on those key questions. (Minor un-spoiler, the game never truly explains the origin of the magic bracelet, either.)

Embracelet shares many aspects of a traditional adventure game, it attempts to do so within a semi-open-world design. I am glad to see this attempted, and I hope it will be attempted more in the future. While there will always be a place for 2D adventure games, the basic elements aren’t particularly tied to that format, and I continue to believe the format can have a broader appeal with 3D environments, either as thirdperson (in this case) or firstperson.

While this is a short game (it took me about eight hours (three playthroughs) to complete it, including all the achievements), it was a nice look at a world touched by magic. If you like traditional adventure games or coming-of-age fare, this one is a low-key story game that’s worth a look.

Review: Eggcelerate!

A difficult and messy racing game.

Eggcelerate! (Steam: Eggcelerate!) is a single-player racing game that’s part of this complete breakfast. Err. It’s a game where you drive a car with bowl on top. In the bowl is a raw egg. You try (and fail!) to keep that egg in the bowl as you speed and swerve across 30 levels. When it inevitably falls, it leaves what looks like a fried egg on the ground. Pretty soon, whole swaths of the road are covered in fried eggs.

A brown vehicle making the second turn on Track 2, with the roadway around the turn covered in fried eggs.
The road gets gnarly with eggs when you try to go fast.

It is a difficult game, and it’s one I can say I did not master. (I’m not sure if I could have mastered it, even if I devoted significant time. I half-wanted to dig up some TAS software (tool-assisted speedrun; what speedrunners use to create the theoretical fastest runs of games) to see if it’s even TASable—whether its physics are repeatable given the same input.)

The early levels are simpler, and more fun for their simplicity. There are various obstacles, hurdles, traps that get introduced as you move to later levels. There are:

  • humps
  • timed traps (hammers, boxing gloves, windmills, and saw blades)
  • fans
  • ramps
  • litter (bowling pins, beach balls, flower pots, dog bowls, etc.)

But even simple turns prove a challenge at times.

Each level has two times to beat: par and developer. The par times are mostly reasonable if tricky. The developer times are very tight, and some may require some trickery. For example, your car doesn’t have to cross the finish line. Your egg has to cross the finish line. So for at least one dev-time, your best bet is to bounce the egg over the line.

As you complete levels, you unlock new designs for eggs, bowls, and cars. By default, your setup is randomized for all three types. If you don’t like a combination, restarting (R on keyboard) will randomize it. I tended to play with randomization off, as once you beat all the levels there’s a bowl that’s just floaty little blobs and I didn’t like it. Rather than re-restarting whenever it came up, I switched randomizing off.


It has some rough edges. The controls aren’t configurable in-game, so it’s W,A,S,D with D being reverse and brake. I’d prefer E,S,D,F, but it’s not so bad using the default. You can also use the arrow keys if your keyboard has them.

On some levels, you should wait a beat or two before starting, as the timed traps will smack you if you don’t. This is actually a small disadvantage to getting a good time, as if you hold accelerate (W or on keyboard, probably right trigger (R2) on a controller) when you restart, your car gets to speed a bit faster off the start line.

Some levels have (brief) camera changes and obstructions. Going through windmills, the camera reorients to fit through with the car. At other places (going under a bridge) you’re left staring at an obstruction until you’re past it. Neither are ideal. The camera changes felt jarring, and trying to drive blind is a bad idea in games as in real life.

The developer recently added a ghost car option, which was modestly helpful at times, but I generally turned it off as I found it both distracting and not helpful once you find a semi-optimal line. I found if I tried to match or beat the ghost, I tended to fail more and get frustrated, versus turning it off.

It’s unclear to me if car selection makes any difference. On some levels I tended to do better with specific cars, but the bowls are placed at the same spot on each car, and they seem to have the same speed and handling. Maybe it was a placebo?

When you’re going for better times, you’ll play a level perhaps hundreds of times. This gets tedious, and one way to break it up is to switch levels. Unfortunately, the game doesn’t currently have a quick-level-select. You have to exit to the main menu and skip a couple of screens to change levels. (The game is in active development for the DLC, so hopefully this is something that will change.)

The game shows you split times, but only flashing them at the bottom when you pass certain points on the levels. It would be nice if the splits were recorded so you could use them as targets to beat. Also would be nice if the ghost cars respawned at each split, so if you’re way behind or ahead of the ghost, you’d still get some benefit at each split.

The timer is a little strange. It shows up to thousandths of a second, but the thousandths place is always just zero. The hundredths place can only be even, despite several of the developer times having an odd value for the hundredths place. It gets odder, as readers with sharp eyes will note from the post image. In one run on track 27 I somehow ended up exactly 0.001 seconds over, which is the only time I’ve seen that place used in the time I played the game. I’m not sure if it was some kind of gag or what it all means.


As a hard game, this is decent enough. Hard games tend to have rough edges, and that’s both part of their charm and part of their difficulty.

I enjoyed Eggcelerate! on its own terms, though it’s not the kind of game I feel most at home in. There are people for whom this sort of game is a really good challenge, but I’m not one of them. For me it was equal parts diversion and frustration.

I played for 35 hours, and I got 61 of the 87 achievements (though the latter number will probably change, as it is poised to have a winter-themed DLC release this month (March 2022)). I beat all the levels, and got the par times on all but the last. I only beat developer times on ten of the 30 levels.

I could have kept going. There were several developer times I got close on, say within half a second. But it became too frustrating: it felt like if I beat them, it wouldn’t really be because I got better at the game. It would be because I got lucky in one run out of hundreds. So I cut my losses and enjoyed most of the time I did spend.

For people who dig these hard games, this is worth a shot. If that’s not you, but you’re okay with not beating every last bit of this game, it’ll probably be a blend of some fun and some frustration like it was for me.


A bit of postscript here, as I think the game could be improved for a more general audience.

The main goal of changes, in my mind, would be to give the game a firmer rooting in skill. As I wrote above, I didn’t feel like I mastered the game, nor that I could have. I doubt there’s a track in the game where I could consistently beat the developer time. That’s a sign that the outcome is less about a skill than it is some sort of luck, at least in my case. If there’s a good way to make the game more skill-based, I think it would go a long way to appealing to the general audience.

I’d like to see how I’d have done with a coarser timer. Round the timer at whole seconds (or maybe halves or tenths). This would result in fairer developer times and fewer instances of players like me getting so-damned-close-but-no-cigar times. (I suspect this is why it’s only using the even hundredths, but don’t know for sure.)

Perhaps a slightly larger bowl. Keep the current one for a challenge mode, but if the bowl were just a little more forgiving, some levels would have been a lot less frustrating.

Other game modes. Lots of options here. I would have loved to try an eggless mode (call it “softboiled” or something punny like that). Or a mode where you get a time penalty for dropping the egg, but it gets respawned and you keep racing.

The developer could experiment with an egg control mode, where you can move the egg (or the bowl), or maybe even just “hop” it a little or something. Like tilt in pinball. Or a “hardboiled” mode where the egg is giant and you have to push it over the goal with the car, Sisyphus-style.

But for the core (yolk?) of the game, something to make it a little easier, a little more repeatable, would be a blessing.