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MINCOCO 5 piece Disco Elysium Game Poster Figure Decorative Paintings Canvas Art for Home Decor Wall Art, Unframed 40X60 40X80 40X100cm

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Events in the game take place in the impoverished district of Martinaise within the city of Revachol on the isola of Insulinde, the "New New World." [1] [11] Forty-nine years before the events of the game, a wave of communist revolutions swept multiple countries; the Suzerainty of Revachol, a monarchy which up to that point had been Elysium's preeminent superpower, was overthrown and replaced by a commune. Six years later, the Commune of Revachol was toppled by an invading alliance of moralist-capitalist nations called "the Coalition." Revachol was designated a Special Administrative Region and remains firmly under Coalition control decades later. One of the few governmental responsibilities that the Coalition concedes to the people of Revachol is policing, which is carried out by the Revachol Citizens Militia (RCM), a voluntary citizens' brigade turned semi-professional police force. Gameplay [ edit ] Gameplay screenshot showing conversations in white and choices in orange, atop the current scene the character is in I’ve still got a lot more Disco Elysium to experience, but it’s safe to say that within minutes it thoroughly got its hooks in me. Its writing is effortlessly clever, and near-full narration – to an impeccable high standard – means you’re instantly immersed in the weird and wonderful (and horribly dark) city of Revachol. But there’s something else that stands out, which perhaps gets overlooked at the side of Disco Elysium‘s incredibly powerful narrative: its art style. Holy crap, does Disco Elysium look incredible. Warner, Noelle (9 April 2021). "Review: Disco Elysium: The Final Cut". Destructoid. Archived from the original on 9 April 2021 . Retrieved 9 April 2021. a b Metsniit, Mikk (31 March 2017). "The Hungarian Interview". ZA/UM Studio. Archived from the original on 2 December 2020 . Retrieved 8 April 2020.

In fact, it’s likely you won’t have played anything quite like it. ZA/UM’s masterpiece, originally released on PC in 2019 and now available on console in the form of The Final Cut, instantly grabs you as it throws you into a grizzly murder investigation. But when your protagonist can’t even remember his name and has lost both his police badge and his shoes, how can you possibly trust him to get the job done? Olson, Mathew (12 November 2019). "Disco Elysium Has Modding Now, So You Can Create Your Own Inner Demons". USgamer. Archived from the original on 12 November 2019 . Retrieved 3 July 2021. The game was nominated for four awards at The Game Awards 2019 and won all of them, the most at the event. [81] Slant Magazine, [82] USGamer, [83] PC Gamer, [84] and Zero Punctuation [85] chose it as their game of the year, while Time included it as one of their top 10 games of the 2010s. [86] The game was also nominated for the 2020 Nebula Award for Best Game Writing. [87] Year Peters, Jay (5 April 2021). "Disco Elysium: The Final Cut on PlayStation has some bugs that need investigating". The Verge. Archived from the original on 5 April 2021 . Retrieved 8 April 2021.

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Gault, Matthew (19 December 2019). "The 10 Best Video Games of the 2010s". Time. Archived from the original on 8 November 2021 . Retrieved 20 December 2019. a b Altküla, Magnus (22 October 2019). "Kaur Kender on new computer game: It's like 'Truth and Justice' ". Postimees. Archived from the original on 9 November 2021 . Retrieved 29 December 2019. Partis, Danielle (9 November 2022). "Disco Elysium studio ZA/UM confirms former employees were fired for misconduct". GamesIndustry.biz. Archived from the original on 9 November 2022 . Retrieved 9 November 2022.

Minor, Jordan (8 April 2021). "Disco Elysium - The Final Cut (for PC) Review". PCMag. Archived from the original on 8 April 2021 . Retrieved 26 April 2021.The core art team at ZA/UM consists of just a few hardcore art nerds who did the heavy lifting for Disco Elysium. We’ve also been able to commission art from some really great artists. During development, it was a friendly game of tug of war between us in the art corner and the writers in theirs. There were times when we took cues from them and sometimes art would precede the writing – this allowed for great freedom in exploring our own ideas. Having now met a number of video game artists from all over the world from studios both big and small I can say that compared to standard industry practices at times we had almost unprecedented artistic freedom.

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