![]() ![]() BUT: despite the fact that you can save and load to your heart’s content, I found myself doing that very rarely. Though a hardened RPG player that I am, I did engage in a little bit of save-scumming and it was not the last time. But yeah, it’s fine, just keep those Nosapheds handy.Īnyway, the tie is actually a bit of crazy arsehole and an all around bad influence on our Nameless One (you don’t remember anything), so you might as well just leave it alone to brood. It took me a while to figure this out and until I did, I was wondering if this is going to be problematic – some dialogues will force a health loss on you unconditionally, sometimes multiple times in a row. ![]() When you lose health, you can quickly use a healing item (assuming you’ve got one) to stave off the inevitable (just click the healing item button right above your health count). This was excellent, but also worrying.ĭear reader, have no fear. Due to his lackluster physical state, he got a heart attack when he tried to get his tie down from a ceiling fan. ![]() It also meant my character had a single health point. And it was perfectly fine! Better than fine – it clearly provided unique challenges and opportunities and it’s obvious that selecting a different set of skills would lead to a wildly different experience. So I went for it and played the whole game through that way. I, of course, wanted to put all the points into intelligence and charisma and none to strength and dexterity, but that would surely render the game unplayable.īut the premade character builds were all following a similar pattern – one of extremes. In most games, you would kind of want to build a well-rounded character with one dominant skill (generally some sort of combat proficiency). You get to choose between four main traits (more or less the equivalent to strength, dexterity, intelligence and charisma) which then determine your baseline and limits for the subskills skills each trait has. I’m the opposite of a stats nerd and all my character customisation is dedicated to finding ways to avoid combat and maximise dialogue options and exploration (combat is bad, dialogue’s good – this is true in pretty much all RPGs and almost all games). At the character creation screen even – which was quite surprising. While it is a an genuine impossibility that such a game could exist today, somehow it does. It sounded too good to be true and there was no way it would not end in a huge disappointment. I have purposefully avoided any most news about Disco Elysium (formerly known as No Truce With The Furies) as it was being developed. Disco Elysium - Aimlessly Going Forward Aimlessly Going Forward ![]()
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