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Read More »Disco Elysium comes to life once the talking stops: ZA/UM details its approach to creating a truly expressive RPG
For all its interesting dialogue, branching trees of responses and intertwining skill checks, nothing affected me more while playing Disco Elysium than when the second morning dawned on Revachol. My grubby, anti-social and perpetually hungover ‘hero’ shuffled to the edge of his bed, swung out his legs and, resting his …
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