![]() ![]() Which is extremely positive, as the truth is that his original voice was TOO annoying to endure in a full-voiced version. The Final Cut also provides a completely different voice for Cuno. ![]() Of course, this matters little in the grand scheme of things, and the game does provide the option of not enabling VO for the "thoughts", but I had to point that out anyway. For example, when "Drama's" voice is inserted, I had in my mind something completely flamboyant and theatrically exaggerated based on the text (I recall, for example, that "Drama" has a tendency to address us each time as "Sire!" and other such Shakespearean expressions), but in the end the narrator just reads the text of the "thoughts" in the same voice. The only asterisk I would place on the above is perhaps the (otherwise excellent) narrator, as the same actor gives his voice to all the "thoughts" of our protagonist, and this somewhat spoils the imaginary picture I had in my mind for each "thought". they make dramatic pauses, raise the tone of their voice when they get angry, emphasize certain words when this is emphasized by the text, etc. The voice actors seem to have gotten well into the skin of the role they are playing, and I noticed to my satisfaction that they perfectly capture all the peculiarities that characterize each scene, following the "script" (the existing written dialogues, that is) with great fidelity. The quality of the VO is generally judged to be excellent and of a very high standard. ![]() The fact that they all become voiced gives the game an almost AAA quality, or at least production values more akin to higher budget productions than a small indie project. Now, both the "narrator" and all of the NPCs' text and the "thoughts/skills" interjected during dialogue have their own voice that further colors our endeavors. I recall that in the original version of the game most NPCs had mostly disjointed VO, and the "narrator" was mute. The Final Cut's main new feature is the massive introduction of voice-over in the game - in ALL of the game, except for the little descriptive phrases that pop-up when you click on an orb around the world. No matter how long it's been since the last playthrough, the game's sublime writing and brilliant humour greet the returning player like an old friend. Final Cut version of the Disco Elysium review - the meta element has reached unimaginable heights!), focusing mainly on the brief presentation of the new features introduced with the Final Cut version, along with various other ramblings and scattered thoughts that came up during my new involvement with it. With this prior knowledge in mind, this article will serve solely as an "expansion" of the original review (one could say that this is the. ![]() If you haven't done so already, it is recommended to read the original review for a more extensive presentation of the game's features. Officially this version is released today the 30th as a free update for all owners of the title (and future purchasers, obviously), but reviewers have their lucky breaks sometimes so I was lucky enough to "squeeze in" a few days early.ĭisco Elysium as a release has already been praised many times by your favorite semi-dead site, both in its original day-one review back in October 2019 (ahhh 2019, good years, carefree, no pandemics or lockdowns) and in later articles and discussions in our forum. I couldn't help but ponder the above conclusion as I watched the end-game credits roll in upon completing my most recent playthrough for Disco Elysium, which I returned to a few days ago in order to check out the features introduced by the Final Cut version. Fortunately, however, it turns out that there are exceptions, and that the above is not true 100% of the time. About 2 and a half years ago, I wrote in my personal column an article regarding how the very pressing nature of writing reviews ends up "burning out" some RPGs, making the writer not want to return to them in the foreseeable future after dealing with them in the context of writing their reviews. ![]()
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