Company: ZA/UM
ZA/UM’s follow-up to Disco Elysium is an espionage RPG built from the same mechanical bones: isometric, dialogue-heavy, sharp and surreally written. There are things to like here: the exert and ailment systems, and some dramatic encounters. The new setting of Portofiro is more populous than Revachol, but I suspect fewer of its faces will stay with me. Despite the name, it doesn’t fully commit to being a spy game; it’s Disco in a trenchcoat, and the shadow of everything that happened at ZA/UM never really lifts. The art and writing are legitimately good - from any other studio, unambiguously so - certainly Anton Vill’s artwork is extraordinary. Strip away the context and it’s an uncontroversially good game - I just can’t tell how much of the distance I feel is the game falling short, and how much is conflicted grief for what could have been.
A band of Estonian painters and writers with zero games-industry experience set out to build an RPG, and somehow produced the most beautiful one ever made. Every line of its half-million words is hand-crafted, the whole astonishingly hand-painted city of Revachol aching with the kind of political fury, grief and humour that games rarely reach for and almost never land. It is funny, filthy, devastatingly sad, and more honest about failure and regret than most novels manage. Nothing else has the texture of Disco, and nothing since has come close. Truly an extraordinary game - absolutely a must play.