Disco Elysium is one of the few games of the past two decades that feels distinctly dialectical materialist in its design (the other being Fallout: New Vegas).
The attention to detail, in the architecture, in object placement, in the contrast of dilapidation and joyous creation, speaks of an intimate understanding of the under class and the working class. Revachol's destitution is tied to a long history of imperialist and anti-imperialist struggles, events that layer like sediment, that construct a temporality, nonetheless vulnerable to the displacing, seismic events of the present. To "uncover" history is to reframe it, reinterpret it—always, always. It is material and dialectical. You see it in the bullet holes of the promenade, signs of revolt that speak of both the possibility of resistance and the melancholy of defeat. You see it in the graffiti on abandoned buildings, a revitalisation of desolation, in an antithesis of gentrification, that yearns for a better world free of inequality, union corruption, and police brutality.
History is inseparable from psychology is inseparable from materiality. Ideas emerge through social organisation, through the contradictions of an economic system that deploys humanist iconography to obscure brutal colonisations. Few games use polyphony to connect the life experiences of its characters to political ideologies. Again and again, Disco Elysium deconstructs liberal individualism, showing how personal worldviews are immanently ideological. Our desires are not our own, they are formed and deformed through commodities: magazines, mugs, drugs, paint, lube, beds, shoes—the pragmatics of survival, a complicity we cannot escape.
There is so much more to be said. I am overwhelmed. Detritus and lustre. Sacred and Terrible Air.
Disco Elysium is a videogame that shook me to the core. Its writing is probably the first of a kind that I have seen in a videogame; in my eyes, it can even stand up to the greatest literature out there. I do not jest when I say that this game gave me genuine bouts of nihilism and phases of existential crisis, at multiple points. And, still, what I felt at the end of it all was the flames of hope in my heart -- hope about life, even if the world surrounding it is unkind to it. It made me see beauty in individual people's experiences. It made me see that life outshines darkness, even (and especially) when the environment is most hostile to it. It is a sheer contradiction that one the most nihilist, critical-of-the-world, and cynical pieces of fictional art can make one feel so hopeful. There is light at the end of the tunnel. This is the kind of game I make references to whenever I have to talk about videogames as art (which they unquestionably are, but the person I'm talking to may yet be unconvinced, simply because their parents thought otherwise).
But this book is a memoir about the game as much as a digital artbook. It recounts the story of how Disco Elysium got made, and more importantly of how it almost didn't get made.
I have always been profoundly drawn to and deeply affected by art that somehow makes it way into the world despite all the world's efforts at preventing it from expressing itself. Apocalypse Now. Animal Farm. Lord of the Rings. The list is potentially endless. I'm sure you too could name an example or two that is just as strong in the sentiment I wish to convey.
Disco Elysium is a videogame that only serves to extend that tradition. It almost did not get made. We must acknowledge that art is fundamentally about artistic expression. It must be put out into the world because the artist believes it's something people ought to witness. Art exists not to provide entertainment to people, though it can certainly do that as a secondary goal. Art exists because there was something that needed to be said -- something that needed creative expression. Unfortunately, our society (which the artists behind Disco Elysium are deeply critical of) is designed in a way to place almost innumerable insurmountable barriers between an artist who wishes to say something and curious individuals who wish to hear an artist say something that had to be said. Why did Francis Ford Coppola have to mortgage his own vineyard and use his familial savings in order to obtain the necessary funding for Apocalypse Now (his magnum opus)? Why couldn't the process have been simpler for the just-then established 'biggest director' of Hollywood? Why did JRR Tolkien, an Oxford professor of literature and philology, have to face with so much self-doubt and creative insecurity before a few of his loyal friends convinced him to release his books for the public? Why couldn't any publisher deem his perfectionist spirit and inexhaustible wealth of knowledge enough toward this end?
Overcoming such insurmountable hurdles, in the specific way that ZA/UM studios had to, too, as outlined in this book, is the diametric opposite of 'a small feat'. Disco Elysium is a miracle. Because what are extremely improbable things, if not that? The world they thought they would release their creative work to turned out to be the antipode of 'receptive'. Their initial work, a book by the title of Sacred and Terrible Air, sold no more than a thousand copies. This is the poetic equivalent of yelling cries of warning up at a bunch of kids (maybe one of them is named Cuno) sitting on the branch of a tree that they themselves are chopping down (methodically, using a chainsaw (who gave them this instrument?)), causing their own preventable doom.
"The colossal culture monopolies of the West depend on their produce for prestige, capital gains, and planetary-scale psychological conditioning. They are quite happy without Polki Molki.
Unless, it turns out, Polki Molki is a video game.
I sound cynical, but I’m not. (I just like saying “Polki Molki” because it reminds me of my childhood, and of girls with hair like moonlight). Our intention was sincere. Hegel says there is a World Spirit. It is on the march toward Absolute Knowledge. As Soviet artists – perhaps the last Soviets artists – it was our duty to add to the relay. To keep history moving. Onward to the outer cosmos and the stars." ~ Robert Kurvitz, Lead Designer, ZA/UM Studios, circa 2020.
192 pages of pure knowledge and great insights. Very in-depth making of, including the whole art process. Lots of pictures. Probably the most honest and in-depth artbook I’ve read. As someone else said - black pages do have overset texts and some of it is cut, shame, as it cuts interesting tidbits. But that’s the editor’s fault, the book itself is fantastic.
An artbook which takes you through the process of creating such beautiful and resonating game. Step by step, with much detail. It shows you the mental journey the creators went through as well as the impossible battle that is changing a loose art collective into a game studio. I have not read many artbooks, but within the few I have, this one shines like a gem and feels like a completely different form of media - very much like the game itself. The only downside is the bitter taste one gets on their tongue whilst reading the optimistic teases and promises of what we were ment to expect to see from the world of Elysium. Only after reading this book I came to understand the scope of the visions and plans the creators had for Elysium. Some of those brewing in their minds for decades. And the utter and inescapable truth is that we are never going to see them. The capital has once again subsumed a critique into itself and came out stronger.
disco elysium is so special to me…never felt this way about a video game before fr. loved this book a lot. the passion from everyone involved really shines through. also makes complete sense that the people involved are artists and writers first, and game developers second lol. love seeing all the artwork and reading about the team’s process and inspirations. the amount of work they put into this game is dizzying. kurvitz’s final thoughts at the end are bittersweet. both because of the chaotic lawsuits going on at the moment and the frankly insane working conditions the team went through to make this…despite that, im so glad this game exists! it really does feel like a miracle.
Very nifty little art book full of insights into the process of designing the game, the inspiration behind the unique look and concept art and sketches that show how much thought went into creating the Disco Elysium world.
Gorgeous art book for one of the best video games ever created. The essays will be especially insightful for artists.
Unfortunately, the digital art book currently has a printing error; all captions on black or red pages are cut off. I've alerted iam8bit to the issue and hopefully will revisit the book again when this error is fixed.
oh what a wonderful, in-depth look at the art (both visual and textual) of disco elysium...
it probably wasn't his intent but when kurvitz said this about constructing the world of elysium:
"We wanted a quasi-sacral object complex. All that is interesting and terrible about world history—and only that. Magnified. Rarified. Spreading outward from reality, like a dark grey solar corona."
i couldn't help but think that he just summed up the new weird, which elysium inadvertently stumbled into over the last two decades, as it gradually morphed from an escapist, high-fantasy realm to the gritty, almost-realistic setting that we know it as today.
a large part of its new weird vibe comes from its politically charged, meticulously descriptive yet incisive writing, which i've hungered for more of ever since i finished the game last month. it borders on obstruse at times but i never find myself getting weary of it, which is strange because i get weary of a lot of things really fast. this artbook is not only filled with that sort of magnetic writing, it's also accompanied by beautiful spreads of mood boards, concept art and finalized art, which had me giggling and kicking my feet with the turn of every page. that's what you get with an art collective-miraculously turned-game studio i suppose.
A wonderful collection of artwork, storyboards and sketches along with the witty commentary of ZA/UM creatives. With its extensive descriptions of all the processes behind the creation of Disco Elysium, it fully quenched my thirst for more DE knowledge - at least for a while :) I would’ve loved some more info on the creation of the various characters, though I suppose that’s just a personal preference.
I cried while reading this? Not even exactly sure why. Maybe it's because this is what every video game should aspire to be, what every future piece of consumable media entertainment should be.
DE was made by people with something to say. It was made by painters and writers, not developers. That's what makes it incredible, perfect.
This game and the people behind it will inspire me forever, probably.
Disco Elysium holds a special place in my heart, I find it difficult to imagine a future where I won't think of or remember this video game. Reading this book and seeing the process of how the art and some of the writing was created was incredible.
re-read, now with the physical edition!!!!!!!! wish the image captions on the black and red pages didn't cut off, what a bummer. still, so so overjoyed to have a beautiful work of art and history