Jump to content

Disco Elysium

From Wikipedia, the free encyclopedia
(Redirected from ZA/UM)

Disco Elysium
Abstracted, painterly image of the main characters of Disco Elysium beneath the words "What kind of cop are you?" and a female statue
Developer(s)ZA/UM
Publisher(s)ZA/UM[a]
Designer(s)Robert Kurvitz
Artist(s)Aleksander Rostov
Writer(s)Robert Kurvitz
Composer(s)British Sea Power
EngineUnity
Platform(s)
Release
15 October 2019
  • Windows
  • 15 October 2019
  • macOS
  • 27 April 2020
  • The Final Cut
  • macOS, PS5, Stadia, Windows
  • 30 March 2021
  • PS4
  • WW: 30 March 2021
  • JP: 25 August 2022
  • Switch, XOne, XSXS
  • 12 October 2021
Genre(s)Role-playing
Mode(s)Single-player

Disco Elysium is a 2019 role-playing video game developed and published by ZA/UM. Inspired by Infinity Engine-era games, particularly Planescape: Torment, the game was written and designed by a team led by Estonian novelist Robert Kurvitz and features an art style based on oil painting with music by the English band British Sea Power.

Disco Elysium takes place in the seaside district of a fictional city still recovering from a revolution that occurred decades prior to the game's start. Players take the role of an amnesiac detective who has been tasked with solving a murder mystery. During the investigation, he comes to recall events about his own past as well as current forces trying to affect the city. Disco Elysium was released for Windows in October 2019 and macOS in April 2020. An expanded version of the game featuring full voice acting and new content, subtitled The Final Cut, was released for consoles in 2021 alongside a free update for the PC versions.

Disco Elysium is a non-traditional role-playing game featuring very little combat. Instead, events are resolved through skill checks and dialogue trees via a system of 24 skills that represents different aspects of the protagonist, such as his perception and pain threshold. In addition, a system called the Thought Cabinet represents his other ideologies and personality traits, with players having the ability to freely support or suppress them. The game is based on a tabletop role-playing game setting that Kurvitz had previously created, later forming ZA/UM in 2016 to adapt it into a video game.

Disco Elysium has been cited as among the greatest video games ever made, with its narrative and art being praised. It won a number of awards from several publications, including Game of the Year. A television series adaptation was announced to be in development in 2020.

Gameplay

[edit]
The protagonist of Disco Elysium interacts with a man in a run-down area.
Gameplay screenshot showing conversations in white and choices in orange, atop the current scene the character is in

Disco Elysium is a role-playing video game that features an open world and dialogue-heavy gameplay mechanics.[1][2] The game is presented in an isometric perspective in which the player character is controlled.[3] The player takes the role of a detective, who suffers from alcohol and drug-induced amnesia, on a murder case.[4] The player can move the detective about the current screen to interact with non-player characters (NPC) and highlighted objects or move onto other screens. Early in the game they gain a partner, Kim Kitsuragi, another detective who acts as the protagonist's voice of professionalism and who offers advice or support in certain dialogue options.

The gameplay features no combat in the traditional sense; instead, it is handled through skill checks and dialogue trees.[5] There are four primary abilities in the game: Intellect, Psyche, Physique, and Motorics. Each ability has six distinct secondary skills for a total of 24.[6] The player improves these skills through skill points earned from levelling up. The choice of clothing that the player equips on the player-character can impart both positive and negative effects on certain skills.[5] Upgrading these skills helps the player character pass skill checks, based on a random dice roll, but potentially result in negative effects and character quirks, discouraging minmaxing. For instance, a player character with high Drama may be able to detect and fabricate lies effectively, but may also become prone to hysterics and paranoia. Likewise, high Electrochemistry shields the player character from the negative effects of drugs and provides knowledge on them, but may also lead to substance abuse and other self-destructive, self-gratifying behaviours.[6]

Disco Elysium features a secondary inventory system known as the "Thought Cabinet". Thoughts are unlockable through conversations with other characters, as well as through internal dialogues within the mind of the player character himself. The player is then able to "internalise" a thought through a certain amount of in-game hours, which, once completed, grants the player character permanent benefits but also occasionally negative effects, a concept that ZA/UM compared to the trait system used in the Fallout series.[7] A limited number of slots are available in the Thought Cabinet at the start, though more can be gained with experience levels. For example, an early possible option for the Thought Cabinet is the "Hobocop" thought, in which the character ponders the option of living on the streets to save money, which reduces the character's composure with other NPCs while the thought is internalised. When the character has completed the Hobocop thought, it allows the player to find more junk on the streets that can be sold for money.[8][9]

The 24 skills also play into the dialogue trees, creating a situation where the player-character may have an internal debate with one aspect of their mind or body, creating the idea that the player is communicating with a fragmented persona. These internal conversations may provide suggestions or additional insight that can guide the player into actions or dialogue with the game's non-playable characters, depending on the skill points invested into the skill. For example, the Inland Empire, a subskill of the Psyche, is described by ZA/UM as a representation of the intensity of the soul, and may come into situations where the player-character may need to pass themselves off under a fake identity with the conviction behind that stance, should the player accept this suggestion when debating with Inland Empire.[10]

Synopsis

[edit]

Setting

[edit]

Disco Elysium takes place in the fantastic realist world of Elysium, developed by Kurvitz and his team in the years prior, which includes over six thousand years of history.[7] The fiction has been constructed with attention to the theory of historical materialism, which posits that, even if the details were different, human history would play out in a similar way.[11]

The game takes place in the year '51 of the Current Century. Elysium is made of "isolas", masses of land and sea that are separated from each other by the Pale, an inscrutable, mist-like "connective tissue" in which the laws of reality break down. Prolonged exposure to the Pale can cause mental instability and eventually death, and traversing the Pale, which is typically done with aerostatics, is heavily regulated due to the danger.[12]

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][12] Forty-nine years before the events of the game, a wave of communist revolutions swept multiple countries; the Suzerainty of Revachol, a monarchy that up to that point had been Elysium's pre-eminent 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.

Plot

[edit]

The player character wakes up in a trashed hostel room in Martinaise with a severe hangover and no memory of his own identity due to an ostensible extreme case of drug-induced amnesia. He meets Lieutenant Kim Kitsuragi, who informs him that they have been assigned to investigate the death of a hanged man in an empty lot behind the hostel. The victim's identity is unclear and initial analysis of the scene indicates that he was lynched by a group of people. The detectives explore the rest of the district, following up on leads while helping residents with a variety of tasks. In the course of the investigation, the player character learns that he is a decorated RCM detective, Lieutenant Harrier "Harry" Du Bois. Harry experienced an event several years ago that began a midlife crisis, and on the night he was assigned to the hanged man case, he finally snapped and embarked on a self-destructive three-day drinking spree around Martinaise. When the player goes to bed on the first night in-game, Harry has a nightmare where he discovers himself as the hanged man underneath a disco ball. When he talks to his own dead body, it tells him that everything is hopeless and he will inevitably fail to solve the case or put his life back together.

Harry and Kim discover the hanged man killing is connected to an ongoing strike by the Martinaise dockworkers' union against the Wild Pines Group, a major logistics corporation. They interview union boss Evrart Claire and Wild Pines negotiator Joyce Messier. Joyce reveals that the hanged man was Colonel Ellis "Lely" Kortenaer, the commander of a squad of mercenaries sent by Wild Pines to break the strike. She warns that the rest of the mercenaries have gone rogue and will likely seek retribution for Lely's death.

Harry and Kim discover that Lely was killed before the hanging, and the Hardie Boys, a group of dockworker vigilantes who act as the de facto peacekeepers of Martinaise, claim responsibility for the murder. They assert that Lely attempted to rape a hostel guest named Klaasje. When questioned, Klaasje reveals that Lely was shot in the mouth while the two were having consensual sex. Unable to figure out the origin of the bullet and fearful of the authorities due to her past as a corporate spy, Klaasje enlisted the help of a union sympathiser named Ruby, who staged Lely's hanging with the rest of the Hardie Boys. The detectives find Ruby hiding in an abandoned building, where she incapacitates them with a radio wave-based device normally used to aid in traversing the Pale. She claims that the cover-up was Klaasje's idea and has no idea who shot Lely. Harry manages to overcome the Pale device and contemplates arresting Ruby, but she believes Harry to be a corrupt cop and either escapes or kills herself, depending on the player's skills and choices.

Returning to their hostel, the detectives intercede in a standoff between the rogue mercenaries and the Hardie Boys. A firefight breaks out and Harry is wounded, leaving him unconscious for several days. Depending on the player's actions, none, some, or all of the mercenaries may die, and Kim may also be hospitalized, in which case street urchin Cuno offers to take his place as Harry's partner. The detectives chase down their remaining leads and determine that the shot that killed Lely came from an old fortress on an isle just off of Martinaise's shoreline.

The detectives explore the ruins and find the shooter, a former commissar of the Revachol communist army named Iosef Lilianovich Dros who survived the collapse of the Revacholian commune because he deserted his post. Iosef reveals that he shot Lely with his sniper rifle in a fit of anger and jealousy; his motivations were born out of his bitterness towards the capitalist system Lely represented, as well as sexual envy for Klaasje. The detectives arrest him for the murder. At this point, an insectoid cryptid known as the Insulindian Phasmid appears from the reeds, whose existence the player has the choice to investigate throughout the game. It is directly implied that the Phasmid indirectly set off the chain of events leading to the murder, as the psychoactive chemicals it exudes inadvertently affected the man's mind for years, stoking his fanaticism and resentment. Harry may have a psychic conversation with the Phasmid, who tells him that it is fearful of the notion of his unstable mind, but awed by his ability to continue existing. It also implies to Harry that the Pale is a consequence of human perception and self-reflection that threatens to consume the world. Before leaving, it comforts Harry, telling him to move on from the wreck of his life.

Harry and his partner are confronted by his old squad upon their return to Martinaise. They reflect on Harry's actions during the game, particularly whether he solved the case and how he handled the mercenaries. Lieutenant Jean Vicquemare, Harry's usual partner, confirms that Harry's emotional breakdown was the result of his fiancée leaving him years ago. In the best possible outcome, the squad expresses hope that Harry's state will improve in the future, and invites him and either Kim or Cuno to join a special RCM unit.

Development

[edit]

Disco Elysium was developed by ZA/UM, a company founded in 2016 by Estonian novelist Robert Kurvitz, who served as the game's lead writer and designer.[13][14] Kurvitz since 2001 had been part of a band called Ultramelanhool, and in 2005, while in Tallinn, Estonia, with the group struggling for finances, conceived of a fictional world during a drunken evening while listening to Tiësto's "Adagio for Strings".[15] Feeling they had a solid idea, the group created a collective of artists and musicians, which included oil painter Aleksander Rostov, to expand upon the work of that night and developed a tabletop RPG based on Dungeons & Dragons on this steampunk-like concept.[15] During this period, Kurvitz met Estonian author Kaur Kender who helped him to write a novel set in this world, Sacred and Terrible Air,[14] which was published in 2013 but only sold about one thousand copies. Kurvitz fell into a period of depression and alcoholism for about three years following the book's failing.[15]

Kurvitz eventually managed to overcome this period of alcoholism and helped Kender to also overcome his own alcoholism. As a sign of gratitude, Kender suggested to Kurvitz that instead of pursuing a novel, that he try capturing his world as a video game as to draw a larger interest. Kurvitz had no experience in video games before, but once he had seen artwork of the game's setting of Revachol as easily fitting into an isometric format, as well as Rostov's agreement that they might as well continue taking the risk of failing on a video game together, Kurvitz proceeded with the idea.[15] Kurvitz wrote a concise description of what the game would be: "D&D meets '70s cop-show, in an original 'fantastic realist' setting, with swords, guns and motor-cars. Realised as an isometric CRPG – a modern advancement on the legendary Planescape: Torment and Baldur's Gate. Massive, reactive story. Exploring a vast, poverty-stricken ghetto. Deep, strategic combat."[15] Kender was impressed by the strong statement, investing into the game's development, with additional investment coming from friends and family.[15] The game was announced as an upcoming 2017 game under the title No Truce With the Furies,[15] taken from the poem "Reflections" by R.S. Thomas and published in Thomas' No Truce with the Furies in 1995.[16]

Kurvitz established the ZA/UM team to create the game, using the name "za um", a reference to the Zaum constructed language created by Russian avant-garde poets in the early 1900s. Its name can be read in Russian as a shortcut for "vzyatsya za um" idiom, which is similar to the English idea of bootstrapping. The use of all-capitals and the slash symbol is to present the team as "something that definitely exists and weighs eight tonnes".[15] Work on the game started around 2016, with the local team living in a squat in a former gallery in Tallinn. They were able to secure venture capital into the game during that first year which allowed Kurvitz to seek out the English band Sea Power for their music for the game's soundtrack. While in Birmingham to speak to the band, Kurvitz realised England was a better location for the main development team as there were more local resources for both development and for voice-overs.[15] During development, some of the staff relocated from Estonia to London and Brighton, with other designers working out of Poland, Romania, and China.[17][18] Overall, by the time of the game's release, ZA/UM had about 20 outside consultants and 35 in-house developers,[15] with a team of eight writers assisting Kurvitz in the game's dialogue.[17][19] The majority of the game's funding was provided by Estonian businessman Margus Linnamäe.[18][20] The game uses the Unity engine.[21]

As originally planned, the game was to focus on action in a single city location to make the 2017 release. However, as ZA/UM had indicated to investors that this was to be a game that spanned a larger world, they found the need to spread beyond that single location, forcing them to delay the game's release, along with the name change to Disco Elysium.[15] This title plays on a few double meanings related to the word "disco"; in one sense, it refers to ideas that briefly gain the spotlight before burning out similar to the fad of disco music, and reflected in the protagonist's clothing style, while in a more literal sense, "disco" is Latin for "I learn", thus reflecting on the protagonist's overcoming his amnesia to learn about the world of Elysium. Kurvitz had always anticipated the No Truce title to be more of a working title and wanted to reserve it for when they had bundled Disco Elysium with a second planned game.[16] Though ZA/UM had initially planned to publish the game through Humble Bundle, they ultimately chose to self-publish it.[22]

Design, voices, and influences

[edit]

The game's art, drawn mostly in a painterly style, was led by Aleksander Rostov, while the game's soundtrack was written by the English band British Sea Power.[23][24] The voice-acting cast includes metal musicians Mikee Goodman of SikTh and Mark Holcomb of Periphery.[15][25] The original release also had voice-acting by Dasha Nekrasova of the cultural commentary podcast Red Scare[26] and four of the hosts from the political satire podcast Chapo Trap House;[23] these would later be replaced in The Final Cut.[27]

ZA/UM cited several works that influenced the writing and style of Disco Elysium. One major influence is the 1999 video game Planescape: Torment, which, like Disco Elysium, features an amnesiac player character, heavily emphasises dialogue, and is rendered isometrically.[28] The television show The Wire was also used as an influence for the game's working class setting, while Émile Zola's writings shared stories on the misery of human life that narrative writer Helen Hindpere said she felt resonated within the game.[28] Other works that influenced Disco Elysium included the video game Kentucky Route Zero; television shows True Detective and The Shield; the literary works of Dashiell Hammett, China Miéville, and the Strugatsky brothers; and artists Rembrandt, Ilya Repin, Jenny Saville, Alex Kanevsky, and Wassily Kandinsky.[29] The creators have also said that their work owes a lot to the Estonian urbanist poet Arvi Siig. Kurvitz said while accepting the Estonian President's Young Cultural Figure annual award for 2020 "Without his modernism, Elysium – the world the game is placed in – would not be half of what it is." He also said Siig's vision of an international, radical and humanist Estonian culture lives on in Disco Elysium.[30]

Kurvitz said that an aim was to have a full, complex depth of choices and outcomes, limited by the practicalities of game development. Knowing they could not realistically cover all possible choices, Kurvitz and his team instead focused more on what he called "microreactivity", small acts and decisions the player may make such as an embarrassing comment, and how that may propagate throughout events. The dialogue of the player's various skills helped then to provide critique and internalisation of how these small decisions had larger effects on the game world, so that the player would become more aware of such choices in the future.[31] An additional factor in writing was the recognition that there was no real solution to the game; while the player may resolve some portions of the story, the primary case is nearly unworkable, similar to the rest of Revachol. They created the companion Kim as a no-nonsense character to help keep the player on track of resolving some part of the game and recognising that there were some story threads they simply could not fix or resolve.[31]

Re-release

[edit]

An expanded and reworked edition of the game, subtitled The Final Cut, was announced in December 2020.[32][33] According to lead writer Helen Hindpere, The Final Cut was directed based on input from players of the original game. It included complete voicework for the nearly 100 characters including the game's narration and the player-character skills, encompassing over 1.2 million words according to Hindpere. Because of the importance of the characters to the game, ZA/UM kept voice directing in-house rather than outsourcing the task as typically done with RPG games of this nature.[34][35] It took about fourteen months to complete the global casting and recording processing for the additional voice overs. While they brought back some of the prior voice actors who had read introductory dialogue lines in conversation trees for their respective characters, ZA/UM sought out new voice actors they felt were a better fit for many roles, especially for minor characters. They came upon jazz musician Lenval Brown for the voice of the narrator and of the player skills, representing nearly half of the game's dialogue, and considered him essential to The Final Cut.[36] Brown spent about eight months with the vocal directors in recording his lines, keeping his voice otherwise constant, slow and meticulous for all of the different characters skills since these were explaining things to the player, but including small nuances to try to distinguish the various facets of each skill's personality.[37] The voice-acting by Nekrasova and the Chapo Trap House hosts was completely replaced.[27] The Final Cut allows players the option to use a selection of voice acting for the game, such as only having the narrator's voiceover while the other characters presented as text.[35]

There are four quests that were cut from the original game but reworked to explore some of the political implications of the game's story, now called Political Vision Quests. These quests were designed to encourage the player to consider how they have developed their player-character and where their decisions have taken the character, and how committed they are to seeing that out, according to Hindpere.[34][35] Additionally, the expansion includes new art and animations,[34][38] including two additional tracks by Sea Power.[35]

Release

[edit]

Disco Elysium was first released for Windows on 15 October 2019.[39] The macOS version was released on 27 April 2020.[40] One of the first translations that ZA/UM published was the Chinese version, which was released in March 2020. Its release had to bypass the typical approval process needed to release games in China, since Disco Elysium's content did not meet the Chinese governmental standards due to its violence and sexual content. After its release, reviews left by Chinese players indicated that they were drawn to the game, as they appreciated many of its ideological aspects.[41] In May 2020, ZA/UM released an update that improved some of the game's performance on lower-end hardware, as well as adding support for additional language translations, which are being developed by the community and by the localisation firm Testronic Labs.[42]

After its original release, Kurvitz announced plans for an expansion for the game as well as a full sequel. In addition, a tabletop RPG based on the systems the game used, tentatively titled You Are Vapor, was also announced, with Kurvitz also announcing plans to translate his novel Sacred and Terrible Air into English, which narratively takes place 20 years after the events of Disco Elysium.[43] In June 2020, it was announced that ZA/UM had partnered with production company dj2 Entertainment to develop a television series based on the game.[44] ZA/UM launched a limited edition clothing and artwork line, Atelier, in March 2021, featuring pieces based on the game.[45][46]

The Final Cut

[edit]

The Final Cut was released on 30 March 2021 for PlayStation 4, PlayStation 5, and Stadia, and as a free update for existing copies of the game on PC and macOS.[47][48] Versions for Nintendo Switch, Xbox One and Xbox Series X/S were released on 12 October 2021.[49][50] While the original game was not submitted for rating for the Australian Classification Board as it was only released digitally for personal computers, the planned console release of The Final Cut required a Board review. The game was refused classification by the Board, making it illegal to sell in the country, due to its depiction of sex, drug misuse or addiction, crime, cruelty, and violence, as well as showing "revolting or abhorrent phenomena in such a way that they offend against the standards of morality, decency, and propriety generally accepted by reasonable adults."[51] The ban was appealed by ZA/UM then subsequently dropped, with the game reclassified to an adults-only R18+ rating and allowed to be sold, as the Board acknowledged that the game provided disincentives related to drug-taking behavior where "regular drug use leads to negative consequences for the player's progression in the game."[52] The game was released by Spike Chunsoft in Japan on 25 August 2022.[53]

Reception

[edit]

Disco Elysium received "universal acclaim" according to review aggregator Metacritic, with it being praised for its narrative and conversational systems.[1][54][59][57] PC Gamer praised the game for its depth, freedom, customisation, and storytelling and called it one of the best RPGs on the PC.[1] IGN praised the game's open world and compared it favourably to The Witcher 3 and Red Dead Redemption 2, despite being much smaller.[57] The Washington Post said that the game is "conspicuously well written".[59] GameSpot awarded it a 10 out of 10, their first perfect score since 2017.[9][60] PCGamesN wrote that the game set new genre standards for exploration and conversation systems.[58] Conversely, Eurogamer criticised the game for not offering enough choice in role-playing and for a distinct lack of focus.[61]

In a review of Disco Elysium in Black Gate, Joshua Dinges said "The nihilistic world is remarkably well fleshed out, the non-player characters earnestly realized, and the myriad plot threads extremely engaging. You may have no idea what to do fifty percent of the time, but will still find yourself spending every available minute of the day carrying out nebulous tasks and exploring your fascinating surroundings. Surroundings which, I will add, are all gorgeously represented in the style of expressionist watercolors."[62]

Disco Elysium: The Final Cut was reviewed by IGN and Game Informer, both of which praised the addition of voice lines and new quests.[77][78] The PlayStation releases were initially found to have game-breaking bugs that made some of the quests impossible to finish.[79][80]

In June 2020, ZA/UM and dj2 Entertainment announced that a television series based on the game was under development.[81]

Awards

[edit]

The game was nominated for four awards at The Game Awards 2019 and won all of them, the most at the event.[82] Slant Magazine,[83] USGamer,[84] PC Gamer,[85] and Zero Punctuation[86] chose it as their game of the year, while Time included it as one of their top 10 games of the 2010s.[87] The game was also nominated for the 2020 Nebula Award for Best Game Writing.[88]

Year Award Category Result Ref.
2019 Golden Joystick Awards Ultimate Game of the Year Nominated [89]
The Game Awards 2019 Best Narrative Won [82]
Best Independent Game Won
Best Role-Playing Game Won
Fresh Indie Game (ZA/UM) Won
2020 23rd Annual D.I.C.E. Awards Game of the Year Nominated [90]
Role-Playing Game of the Year Nominated
Outstanding Achievement for an Independent Game Nominated
Outstanding Achievement in Game Design Nominated
Outstanding Achievement in Game Direction Nominated
Outstanding Achievement in Story Won
Nebula Awards Best Game Writing Nominated [88]
20th Game Developers Choice Awards Best Narrative Won [91]
Best Visual Art Nominated
Best Debut (ZA/UM) Won
Innovation Award Nominated
SXSW Gaming Awards Video Game of the Year Nominated [92]
Matthew Crump Cultural Innovation Award Won
Excellence in Art Nominated
Excellence in Design Nominated
Excellence in Musical Score Nominated
Excellence in Narrative Won
16th British Academy Games Awards Best Game Nominated [93]
Artistic Achievement Nominated
Debut Game Won
Game Design Nominated
Music Won
Narrative Won
Original Property Nominated
2022 18th British Academy Games Awards Evolving Game Nominated [94]
[edit]

Following the critical and commercial success of Disco Elysium, work immediately began on a direct sequel to the game as well as several spin-off projects.[95] The direct sequel, code-named Y12, was led by Kurvitz, Rostov, and Hindpere. Another project, P1, was led by Kender.[95] In October 2022, ZA/UM member Martin Luiga announced that he, Kurvitz, Rostov, and Hindpere of ZA/UM had "involuntarily left the company" in late 2021, stating that ZA/UM "no longer represents the ethos it was founded on." Luiga also affirmed that the ZA/UM cultural association had also been dissolved.[96] In an interview, Luiga stated that the other three members had been fired under false pretenses.[97] A spokesperson for ZA/UM denied the allegations.[98]

In early November 2022, conflicting reports of the events were announced. According to Kurvitz, Zaum Studio OÜ, the development studio, was originally owned in majority shares by Margus Linnamäe, and was then acquired by Tütreke OÜ, a holding company owned by studio CEO Ilmar Kompus through a share purchase in 2021. Kurvitz and Rostov claimed that the funds used for that purchase were pulled from the studio itself, making it a fraudulent purchase, upon which they started to challenge the purchase and recover their IP from the studio.[99] Among Kurvitz' and Rostov's complaints is that Kompus purchased four sketches from Zaum that were establishing the basis for a Disco Elysium sequel for £1, then resold these to Zaum for €4.8 million, effectively helping Kompus regain part of the money spent to acquire Zaum through Tütreke. Kurvitz and Rostov discovered the change in how the company was organised, including their demotion, and were fired when they began raising questions. Kurvitz and Rostov argued that they still have some control of the Disco Elysium intellectual property rights, and thus should have had a say in blocking the sale.[99][100] Zaum Studio denied the charges in a statement, and alleged that the former employees had been let go for creating a disruptive environment at the studio, claiming that the two had "limited to no engagement in their responsibility and work", as well as verbally abused and discriminated against other employees.[100] Other employees of Zaum Studio, speaking anonymously with GamesIndustry.biz, claimed the situation was "not black and white".[101]

Legal proceedings in the matter were started by Kaur Kender, the executive producer of Disco Elysium. Kender had asked similar questions of the change in Zaum's management, leading to his firing.[100] He filed suit asserting that Kompus owed him €1 million. Kender further asserted that Kompus was aided by Tõnis Haavel, an Estonian investor and Kompus' brother-in-law[102] who had been convicted of fraud and was already €11.5 million in debt.[100] Haavel has a majority share in Yessirnosir Ltd., a United Kingdom subsidiary of Zaum where the Disco Elysium rights are held. An initial hearing in Kender's case, which included statements from Kurvitz, was held in October 2022.[100] By December 2022, Kender had dropped his lawsuit, as Kompus had paid back €4.8 million from Tütreke back to ZA/UM.[103][104] Kurvitz and Rostov still assert that there were illegal actions to take over the development studio leading to their ouster.[104]

The studio issued a statement on 14 March 2023 stating that all legal actions from the former members were concluded. Of Kender, he had "divested all his shares in the studio, repaid all his debts to the studio", and paid for the studio's legal fees under court order. Of Kurvitz and Rostov, the studio alleged that their lawsuit was dropped due to a lack of evidence. Further details of these cases remain confidential.[105] On 17 March 2023, Kurvitz and Rostov responded to this statement by clarifying that the announcement was "wrong and misleading in several respects" and "[sought] to unfairly paint [them] - the remaining minority shareholders in ZA/UM - as mere disgruntled employees." Kurvitz and Rostov also stated that their lawsuit regarding employment claims against the studio was dismissed "as part of a larger campaign against [them]" and that they plan to "pursue legal options accordingly."[106][107]

Following the ouster of Kurvitz, Rostov, and Hindpere, work on the direct sequel project Y12 continued for several months under Argo Tuulik, one of the writers on Disco Elysium, and Dora Klindžić until management cancelled it in mid-2022.[95] Shortly thereafter, Tuulik and Klindžić were asked to pitch a "standalone expansion" to Disco Elysium, X7, which was greenlit by management without a pre-production period. Full production began before the understaffed writing duo had a full outline of the game. They gained additional staff when Kender's project P1 was cancelled pursuant to his ouster.[95] In May 2023, People Make Games published the findings of their investigation into ZA/UM's legal situation, in which Tuulik was featured heavily in interviews.[108] Klindžić alleged that company executives isolated Tuulik in retaliation for unfavorable comments made toward them in the documentary. The team produced a "well-received" internal demo for X7 at the end of 2023.[95]

In February 2024, Sports Illustrated's GLHF gaming publication reported that ZA/UM was laying off about 25% of its staff, including Tuulik and Klindžić, cancelling X7, and confirmed the earlier cancellation of Y12.[109][110] Tuulik noted that the layoffs primarily targeted women and team members who had raised complaints about working conditions.[102] PC Gamer reported that the only remaining projects at ZA/UM were M0, a Disco Elysium mobile game, and C4, an unrelated RPG.[95]

After leaving ZA/UM, Kurvitz and Rostov launched Red Info in 2023, a development studio to work on a spiritual successor to Disco Elysium.[111] Three separate studios, each with some former members of ZA/UM, announced simultaneously in October 2024 that they were also working on spiritual successors. One studio, Longdue, included other developers from Bungie, Rockstar Games, and other studios alongside the ZA/UM alumni.[112] The other, Dark Math Games, includes Kender and other ZA/UM developers, and has named their game XXX Nightshift.[113] The third studio, Summer Eternal, includes Disco Elysium's writers Argo Tuulik and Olga Moskvina and other senior developers from ZA/UM.[114]

References

[edit]
  1. ^ Published in Japan by Spike Chunsoft
  1. ^ a b c d e Kelly, Andy (15 October 2019). "Disco Elysium Review". PC Gamer. Archived from the original on 15 October 2019. Retrieved 15 October 2019.
  2. ^ Cohen, Coberly (16 October 2019). "Ambitious open-world RPG Disco Elysium lets you take on the role of a mentally unstable detective". Techspot. Archived from the original on 16 October 2019. Retrieved 5 April 2020.
  3. ^ a b Williams, Mike (16 October 2019). "Disco Elysium Review: The Voices in Your Head Are Real, and They'll Get You in Trouble". USgamer. Archived from the original on 17 October 2019. Retrieved 17 October 2019.
  4. ^ Lang, Brad (17 October 2019). "Disco Elysium Review – Stayin' Alive". Critical Hit. Archived from the original on 18 October 2019. Retrieved 18 October 2019.
  5. ^ a b Woo, Justin (16 October 2019). "Disco Elysium: Character generation, skill checks and gameplay strategy". GameCrate. Archived from the original on 17 October 2019. Retrieved 5 April 2020.
  6. ^ a b Toms, Ollie (14 October 2019). "Disco Elysium skills & character creation: Intellect, Psyche, Physique, Motorics, and the 24 skills explained". Rock Paper Shotgun. Archived from the original on 29 October 2019. Retrieved 5 April 2020.
  7. ^ 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.
  8. ^ Toms, Ollie (15 October 2019). "Disco Elysium Thought Cabinet: the Thoughts system explained". Rock Paper Shotgun. Archived from the original on 29 October 2019. Retrieved 5 April 2020.
  9. ^ a b c Wildgoose, David (4 November 2019). "Disco Elysium Review - Pure Dynamite". GameSpot. Archived from the original on 4 November 2019. Retrieved 4 November 2019.
  10. ^ O'Keefe, David (10 September 2018). "Your skills talk to you in Disco Elysium, an inventive RPG that keeps impressing". PC Gamer. Archived from the original on 13 September 2018. Retrieved 7 April 2020.
  11. ^ Gordon, Lewis (25 April 2021). "The materialism and magic of the surprise RPG hit 'Disco Elysium'". Inverse. Retrieved 21 January 2024.
  12. ^ a b Trahan, Philip (24 January 2020). "The World of Disco Elysium Explained". Game Rant. Archived from the original on 20 May 2020. Retrieved 5 April 2020.
  13. ^ Taylor, Haydn (31 October 2018). "Chasing oblivion with Disco Elysium and alcohol addiction". Gamesindustry.biz. Archived from the original on 31 October 2018. Retrieved 16 October 2019.
  14. ^ a b Macgregor, Jody (2 November 2019). "Disco Elysium's lead designer wants to make an expansion and sequel, has already written a novel". PC Gamer. Archived from the original on 4 November 2019. Retrieved 13 November 2019.
  15. ^ a b c d e f g h i j k l Wiltshire, Alex (9 January 2020). "The making of Disco Elysium: How ZA/UM created one of the most original RPGs of the decade". GamesRadar. Archived from the original on 9 January 2020. Retrieved 8 April 2020.
  16. ^ a b O'Keefe, David (20 January 2020). "The Invisible Art of Game Titles". Electronic Gaming Monthly. Archived from the original on 11 January 2020. Retrieved 8 April 2020.
  17. ^ a b Batchelor, James (21 July 2017). "Making games under threat of nuclear war". GamesIndustry.biz. Archived from the original on 21 July 2017. Retrieved 15 October 2019.
  18. ^ 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.
  19. ^ Price, Edward (20 April 2018). "Disco Elysium – Rezzed 2018 Interview". GameAnalytics. Archived from the original on 19 October 2019. Retrieved 19 October 2019.
  20. ^ Helemäe, Deisi (5 September 2018). "Kaur Kenderi uus videomänguäri on neelanud juba 700 000 eurot investorite raha" [Kaur Kender's new video game business has already absorbed 700,000 euros of investors' money]. Geenius.ee (in Estonian). Archived from the original on 13 December 2019. Retrieved 30 December 2019.
  21. ^ 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.
  22. ^ Tarason, Dominic (9 March 2018). "No Truce With The Furies gets a mad new title and trailer". Rock Paper Shotgun. Archived from the original on 17 October 2019. Retrieved 16 October 2019.
  23. ^ a b ZA/UM (15 October 2019). Disco Elysium. Scene: Ending Credits.
  24. ^ Lipscombe, Daniel (22 November 2019). "Disco Elysium comes to life once the talking stops: ZA/UM details its approach to creating a truly expressive RPG". GamesRadar+. Archived from the original on 23 November 2019. Retrieved 9 December 2019.
  25. ^ Munro, Scott (22 October 2019). "Sikth and Periphery members star in hit video game Disco Elysium". Metal Hammer Magazine. Archived from the original on 25 October 2019. Retrieved 25 October 2019.
  26. ^ @discoelysium (16 October 2019). "Good ear!" (Tweet) – via Twitter.
  27. ^ a b Boson, Holly (7 May 2021). "New quests and voices add even more political edge to Disco Elysium: The Final Cut". Polygon. Archived from the original on 7 May 2021. Retrieved 8 June 2021.
  28. ^ a b Beresford, Trilby (1 April 2020). "'Disco Elysium' Team Consider Game's Wider Impact: "Let's Just Hope That It Helps People Through This Time"". The Hollywood Reporter. Archived from the original on 1 April 2020. Retrieved 8 April 2020.
  29. ^ "Disco Elysium - FAQ - Inspiration & Recommendations". Steam Community. 17 January 2020. Archived from the original on 18 January 2020. Retrieved 20 January 2020.
  30. ^ Kallaste, Kristjan, ed. (30 October 2020). "'Disco Elysium' creators win President's Young Cultural Figure award". ERR. Archived from the original on 7 December 2021. Retrieved 7 December 2021.
  31. ^ a b Russell, Laurence (7 June 2021). "The Incredible, Absurd World of Disco Elysium: The Final Cut". Wired. Archived from the original on 9 November 2021. Retrieved 7 June 2021.
  32. ^ Marshall, Cass (10 December 2020). "Disco Elysium is getting a final cut on next-gen consoles". Polygon. Archived from the original on 11 December 2020. Retrieved 10 December 2020.
  33. ^ Wright, Steven (9 March 2021). "Disco Elysium: The Final Cut Is Still Releasing In March". GameStop. Archived from the original on 9 March 2021. Retrieved 9 March 2021.
  34. ^ a b c Carpenter, Nicole (8 February 2021). "Disco Elysium: The Final Cut is the game the team had 'dreamt of launching'". Polygon. Archived from the original on 8 February 2021. Retrieved 8 February 2021.
  35. ^ a b c d Brown, Fraser (19 March 2021). "Disco Elysium is getting even more political". PC Gamer. Archived from the original on 19 March 2021. Retrieved 19 March 2021.
  36. ^ Purslow, Matt (9 February 2021). "Disco Elysium: Bringing a Million Words to Life for The Final Cut". IGN. Archived from the original on 9 February 2021. Retrieved 9 February 2021.
  37. ^ Kelly, Andy (22 April 2021). "We talk to Disco Elysium's incredible narrator, who recorded 350,000 words of dialogue and has never acted before". PC Gamer. Archived from the original on 22 April 2021. Retrieved 23 April 2021.
  38. ^ MacGregor, Jody (7 February 2021). "ZA/UM details extra quests and other content in Disco Elysium: The Final Cut". PC Gamer. Archived from the original on 7 February 2021. Retrieved 7 February 2021.
  39. ^ Marzano, Anthony (15 October 2019). "Police procedural cRPG Disco Elysium is out today". Destructoid. Archived from the original on 24 September 2020. Retrieved 16 October 2019.
  40. ^ O'Conner, Alice (28 April 2020). "Disco Elysium is now on Mac too". Rock Paper Shotgun. Archived from the original on 20 October 2020. Retrieved 28 April 2020.
  41. ^ Messner, Steven (8 April 2020). "Disco Elysium is an unexpected hit in China, thanks to a new translation". PC Gamer. Archived from the original on 24 March 2021. Retrieved 8 April 2020.
  42. ^ Meija, Ozzie (11 May 2020). "Disco Elysium's Working Class update reduces its PC min specs". Shacknews. Archived from the original on 18 May 2020. Retrieved 11 May 2020.
  43. ^ Nelson, Samantha (1 November 2019). "Why the Creator of Disco Elysium Hasn't Read the Reviews, and What's Next for the IP". The Escapist. Archived from the original on 1 November 2019. Retrieved 8 April 2020.
  44. ^ Otterson, Joe (26 June 2020). "'Disco Elysium' TV Series Adaptation in the Works From 'Sonic the Hedgehog' Producer". Variety. Archived from the original on 28 June 2020. Retrieved 1 October 2022.
  45. ^ Taylor, Mollie (25 March 2021). "I desperately need these Disco Elysium jackets". PC Gamer. Archived from the original on 25 March 2021. Retrieved 25 March 2021.
  46. ^ Price, Renata (12 January 2022). "Disco Elysium's Aerostatic Pilot Jacket: The Kotaku Fashion Review". Kotaku. Archived from the original on 13 April 2022. Retrieved 12 January 2022.
  47. ^ O'Conner, Alice (30 March 2021). "Disco Elysium has added full voice acting and new quests in the Final Cut update". Rock Paper Shotgun. Archived from the original on 30 March 2021. Retrieved 30 March 2021.
  48. ^ Smith, Olly (30 March 2021). "Disco Elysium: The Final Cut is out today on Google Stadia". Pocket Gamer. Archived from the original on 30 March 2021. Retrieved 30 March 2021.
  49. ^ Peppiatt, Dom (27 September 2021). "Disco Elysium: The Final Cut finally coming to Xbox in October". VG247. Archived from the original on 27 September 2021. Retrieved 27 September 2021.
  50. ^ Moon, Mariella (23 September 2021). "'Disco Elysium: The Final Cut' hits Nintendo Switch on October 12th". Engadget. Archived from the original on 24 September 2021. Retrieved 23 September 2021.
  51. ^ Makuch, Eddie (19 March 2021). "Disco Elysium, One Of The Best Games In Years, Has Been Banned In Australia". GameSpot. Archived from the original on 19 March 2021. Retrieved 19 March 2021.
  52. ^ Bonthyus, Darryn (14 May 2021). "Disco Elysium Has Been Unbanned In Australia". GameSpot. Archived from the original on 14 May 2021. Retrieved 14 May 2021.
  53. ^ Gray, Kate (16 June 2022). "Disco Elysium To Be Released In Japanese On Nintendo Switch Later This Year". Nintendo Life. Archived from the original on 17 June 2022. Retrieved 17 June 2022.
  54. ^ a b "Disco Elysium for PC Reviews". Metacritic. Archived from the original on 23 November 2023. Retrieved 10 March 2020.
  55. ^ Carter, Chris (17 November 2019). "Review: Disco Elysium". Destructoid. Archived from the original on 4 June 2020. Retrieved 25 April 2021.
  56. ^ Juba, Joe (12 November 2019). "Disco Elysium Review – Living On The Edge And Loving It". Game Informer. Archived from the original on 25 February 2021. Retrieved 18 February 2021.
  57. ^ a b c Cardy, Simon (16 October 2019). "Disco Elysium Review". IGN. Archived from the original on 16 October 2019. Retrieved 16 October 2019.
  58. ^ a b Scott-Jones, Richard (8 November 2019). "Disco Elysium review – a new standard of RPG writing". PCGamesN. Archived from the original on 10 November 2019. Retrieved 13 November 2019.
  59. ^ a b Byrd, Christopher (17 October 2019). "'Disco Elysium': Riveting delirium". The Washington Post. Archived from the original on 18 October 2019. Retrieved 18 October 2019.
  60. ^ "GameSpot's Full List Of 10/10 Reviews And How Those Scores Are Decided". GameSpot. 4 November 2019. Archived from the original on 13 November 2019. Retrieved 13 November 2019.
  61. ^ Hetfeld, Malindy (18 October 2019). "Disco Elysium review - large-scale whodunit with a distinct lack of focus". Eurogamer. Archived from the original on 18 October 2019. Retrieved 19 October 2019.
  62. ^ "A Quirky and Diabolically Weird Police Procedural RPG: Disco Elysium – Black Gate". 15 December 2019.
  63. ^ "Disco Elysium: The Final Cut for PC Reviews". Metacritic. Archived from the original on 23 November 2023. Retrieved 24 June 2021.
  64. ^ "Disco Elysium: The Final Cut for Xbox Series X Reviews". Metacritic. Archived from the original on 23 November 2023. Retrieved 25 December 2021.
  65. ^ "Disco Elysium: The Final Cut for PlayStation 5 Reviews". Metacritic. Retrieved 24 June 2021.
  66. ^ "Disco Elysium: The Final Cut for PlayStation 4 Reviews". Metacritic. Archived from the original on 23 November 2023. Retrieved 24 June 2021.
  67. ^ "Disco Elysium: The Final Cut for Switch Reviews". Metacritic. Retrieved 25 December 2021.
  68. ^ Juba, Joe (11 April 2021). "Review: Disco Elysium: The Final Cut". Destructoid. Archived from the original on 9 April 2021. Retrieved 26 April 2021.
  69. ^ Juba, Joe (31 March 2021). "Disco Elysium: The Final Cut Review – Still A Superstar". Game Informer. Archived from the original on 24 April 2021. Retrieved 26 April 2021.
  70. ^ Wildgoose, David (15 April 2021). "Disco Elysium: The Final Cut Review - Pure Dynamite". GameSpot. Archived from the original on 15 April 2021. Retrieved 26 April 2021.
  71. ^ Bohn, Jason (11 April 2021). "Review: Disco Elysium: The Final Cut - Hardcore Gamer". Hardcore Gamer. Archived from the original on 19 March 2023. Retrieved 19 March 2023.
  72. ^ Cardy, Simon (31 March 2021). "Disco Elysium - The Final Cut Review". IGN. Archived from the original on 30 March 2021. Retrieved 25 April 2021.
  73. ^ L'avis de (15 October 2019). "Test Disco Elysium : Une "Final Cut" presque idéale pour un immense RPG". Jeuxvideo.com. Archived from the original on 16 October 2019. Retrieved 25 April 2021.
  74. ^ Reynolds, Oliver (11 October 2021). "Review: Disco Elysium: The Final Cut - Still An Absolute Triumph On Switch". Nintendo Life. Archived from the original on 19 March 2023. Retrieved 19 March 2023.
  75. ^ 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.
  76. ^ Ramsey, Robert (19 April 2021). "Review: Disco Elysium: The Final Cut (PS5) - A Hauntingly Brilliant RPG That Lives Long in the Mind". Push Square. Archived from the original on 19 March 2023. Retrieved 19 March 2023.
  77. ^ Cardy, Simon (31 March 2021). "Disco Elysium - The Final Cut Review". IGN. Archived from the original on 30 March 2021. Retrieved 26 April 2021.
  78. ^ Juba, Joe (31 March 2021). "Disco Elysium: The Final Cut Review – Still A Superstar". Game Informer. Archived from the original on 24 April 2021. Retrieved 26 April 2021.
  79. ^ 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.
  80. ^ Warner, Noelle (9 April 2021). "Review: Disco Elysium: The Final Cut". Destructoid. Archived from the original on 9 April 2021. Retrieved 9 April 2021.
  81. ^ Otterson, Joe (26 June 2020). "'Disco Elysium' TV Series Adaptation in the Works From 'Sonic the Hedgehog' Producer". Variety. Archived from the original on 28 June 2020. Retrieved 26 June 2020.
  82. ^ a b Makuch, Eddie (13 December 2019). "The Game Awards 2019 Winners: Sekiro Takes Game Of The Year". GameSpot. Archived from the original on 13 December 2019. Retrieved 13 December 2019.
  83. ^ "The 25 Best Video Games of 2019". Slant. 9 December 2019. Archived from the original on 15 December 2019. Retrieved 15 December 2019.
  84. ^ McCarthy, Caty (19 December 2019). "USG Game of The Year 2019: Disco Elysium Let Us Be Human, No Matter the Cost". USGamer. Archived from the original on 20 December 2019. Retrieved 20 December 2019.
  85. ^ Macgregor, Jody (31 December 2019). "Game of the Year 2019: Disco Elysium". PC Gamer. Archived from the original on 31 December 2019. Retrieved 31 December 2019.
  86. ^ Croshaw, Yahtzee (1 January 2020). "2019 Best, Worst, and Blandest – Zero Punctuation". The Escapist. Zero Punctuation. Archived from the original on 1 January 2020. Retrieved 1 January 2020.
  87. ^ 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.
  88. ^ a b "2019 Nebula Award Finalists Announced". Science Fiction and Fantasy Writers of America. 20 February 2020. Archived from the original on 20 February 2020. Retrieved 28 February 2020.
  89. ^ GamesRadar staff (25 October 2019). "Vote now for your Ultimate Game of the Year in the Golden Joystick Awards 2019". GamesRadar+. Archived from the original on 6 November 2019. Retrieved 21 November 2019.
  90. ^ Van Allen, Eric (14 February 2020). "Untitled Goose Game Wins Top Bill at the 2020 D.I.C.E. Awards". USgamer. Archived from the original on 14 February 2020. Retrieved 14 February 2020.
  91. ^ Makuch, Eddie (18 March 2020). "Untitled Goose Game Wins Another Game Of The Year Award". GameSpot. Archived from the original on 28 July 2020. Retrieved 19 March 2020.
  92. ^ Grayshadow (25 March 2020). "SXSW 2020 Gaming Award Winners Revealed". Noobfeed. Archived from the original on 28 March 2020. Retrieved 28 March 2020.
  93. ^ "2020 BAFTA Games Awards: The Winners". BAFTA. 3 March 2020. Archived from the original on 4 August 2020. Retrieved 2 April 2020.
  94. ^ "2022 BAFTA Games Awards: The Winners". BAFTA. 3 March 2022. Archived from the original on 3 March 2022. Retrieved 2 April 2022.
  95. ^ a b c d e f Litchfield, Ted (13 June 2024). "A follow-up to the legendary Disco Elysium might have been ready to play within the next year⁠—ZA/UM's devs loved it, management canceled it and laid off the team: 'For a while it seemed like miracles were possible, and with them redemption'". PC Gamer. Retrieved 10 July 2024.
  96. ^ Litchfield, Ted (1 October 2022). "Founding member of Disco Elysium developer claims core team members 'involuntarily' left the company". PC Gamer. Archived from the original on 1 October 2022. Retrieved 1 October 2022.
  97. ^ Laska, Karol (6 October 2022). "'Fans Have the Right to Know' - Disco Elysium Co-Creator Talks ZA/UM Losing With the System". Gamepressure.com. Archived from the original on 6 October 2022. Retrieved 6 October 2022.
  98. ^ Batchelor, James (3 October 2022). "Three key members of Disco Elysium studio have left 'involuntarily'". Game Informer. Archived from the original on 3 October 2022. Retrieved 8 October 2022.
  99. ^ a b Bailey, Dustin (9 November 2022). "Fired Disco Elysium devs allege fraud, while the studio alleges toxic management". GamesRadar. Archived from the original on 9 November 2022. Retrieved 9 November 2022.
  100. ^ 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.
  101. ^ a b Wutz, Marco (16 February 2024). "Last Disco Elysium writer laid off by ZA/UM speaks out". GLHF. Retrieved 10 July 2024.
  102. ^ Partis, Danielle (8 December 2022). "Lawsuit against ZA/UM majority shareholder withdrawn". GamesIndustry.biz. Archived from the original on 8 December 2022. Retrieved 8 December 2022.
  103. ^ a b Litchfield, Ted (10 December 2022). "$4.8 million paid to ZA/UM and one lawsuit dropped as the battle over Disco Elysium continues". PC Gamer. Archived from the original on 10 December 2022. Retrieved 10 December 2022.
  104. ^ Wales, Matt (14 March 2023). "Disco Elysium studio says lawsuits from former members have been resolved". Eurogamer. Archived from the original on 14 March 2023. Retrieved 14 March 2023.
  105. ^ Litchfield, Ted (18 March 2023). "Disco Elysium studio declares 'resolution' of legal battle while two of its ousted founders insist the fight continues: 'they will not silence us'". PC Gamer. Archived from the original on 20 March 2023. Retrieved 19 March 2023.
  106. ^ Rousseau, Jeffrey (14 March 2023). "ZA/UM resolves legal dispute with Disco Elysium producer Kaur Kender". GamesIndustry.biz. Archived from the original on 21 March 2023. Retrieved 21 March 2023.
  107. ^ Litchfield, Ted (2 June 2023). "After watching the explosive documentary on Disco Elysium's legal battle, I can't fathom how Disco Elysium 2 will ever be made". PC Gamer. Retrieved 10 July 2024.
  108. ^ Wutz, Marco (15 February 2024). "Sources: Disco Elysium dev ZA/UM to lay off around a quarter of its staff, cancels new game". GLHF. Retrieved 10 July 2024.
  109. ^ Wales, Matt (15 February 2024). "Disco Elysium standalone expansion reportedly cancelled and quarter of staff facing redundancy at ZA/UM". Eurogamer.net. Retrieved 10 July 2024.
  110. ^ Litchfield, Ted (2 June 2023). "After watching the explosive documentary on Disco Elysium's legal battle, I can't fathom how Disco Elysium 2 will ever be made". PC Gamer. Retrieved 11 October 2024.
  111. ^ Reuben, Nic (11 October 2024). "Former Disco Elysium devs are working on a spiritual successor at new studio Longdue, though Robert Kurvitz and Aleksander Rostov aren't involved". Rock Paper Shotgun. Retrieved 11 October 2024.
  112. ^ Wolans, Joshua (11 October 2024). "A Disco Elysium successor studio has been announced for the second time today, meaning there are now 4 companies battling for the title of ZA/UM's true inheritor". PC Gamer. Retrieved 11 October 2024.
  113. ^ Evans-Thirlwell, Edwin (11 October 2024). "Sure, why not - third group of former Disco Elysium devs announce "revolutionary new RPG studio"". Rock Paper Shotgun. Retrieved 11 October 2024.
[edit]