Disco Elysium studio has ‘no further comments’ about recent staff departures

ZA/UM responds to community outrage regarding several key minds behind Disco Elysium leaving the company.

Studio ZA/UM has finally issued a response to the ongoing situation regarding several members of Disco Elysium’s development team suddenly leaving the company.

In a Medium post shared on Saturday, former ZA/UM editor Martin Luiga revealed numerous key people behind Disco Elysium, including writers Robert Kurvitz and Helen Hindpere along with art lead Aleksander Rostov, were “involuntary” ousted from the company.

“I, Martin Luiga, a founding member and Secretary of the ZA/UM cultural association, as well as the assembler of most of the core team, am hereby dissolving the ZA/UM cultural association,” Luiga said. “The reason for dissolving the cultural organization is that it no longer represents the ethos it was founded on. People and ideas are meant to be eternal; organizations may well be temporary.”

Luiga also notes that the cultural association shouldn’t be confused with ZA/UM as a studio — which Kurvitz, Hindpere, and Rostov haven’t been part of since 2021. 

Given that these developers were integral to the success of Disco Elysium, many fans were pretty upset over this news. Since, you know — games with great stories are primarily brought to life by writers, and those responsible for penning a much-beloved narrative like Disco Elysium not being involved in future installments don’t sound all that promising.

On Monday, ZA/UM addressed the departures publicly.

“Like any video game, the development of Disco Elysium was and still is a collective effort, with every team member’s contribution essential and valued as part of a greater whole,” reads ZA/UM’s statement on Twitter. “At this time, we have no further comment to make other than the ZA/UM creative team’s focus remains on the development of our next project, and we are excited to share more news on this with you all soon.”

What this means for Disco Elysium‘s sequel is anybody’s guess, but the situation is pretty surprising nonetheless.

Written by Kyle Campbell on behalf of GLHF.

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Disco Elysium gets dyslexia-friendly fonts in free update

ZA/UM adds extensive accessibility options for the critically-acclaimed RPG.

Several years after the initial release of Disco Elysium, developer ZA/UM added dyslexia-friendly fonts in multiple languages.

On Thursday, an update for Disco Elysium – The Final Cut came out, which implements OpenDyslexic typeface in English, French, German, Spanish, Portuguese-Brazilian, and Polish. Korean and Russian will utilize Nanum Square Round and Adys, respectively. The announcement post on Disco Elysium’s Steam page states that more languages will receive dyslexia-friendly fonts in the future.

“These fonts were chosen after careful consideration and consultations with translation teams and academics, but as always, feedback is welcome,” ZA/UM said. “We are continuing to investigate dyslexia-friendly font types for traditional Chinese and simplified Chinese.”

“It’s important, especially for a game with over a million words,” ZA/UM continues. “That we continue to make improvements to ensure everyone can have the best user experience during their time in Revachol.”

Check out the screenshot below to see an example of the font options.

As someone that struggles with dyslexia, I can tell you those tiny accessibility tweaks like this make all the difference. Particularly with a game that has mountains of text. Remember that you’ll need the latest version of Disco Elysium – The Final Cut to use this feature. The patch is free for all versions, though, including PS4, PS5, Xbox One, Xbox Series X|S, Nintendo Switch, Google Stadia, macOS, and PC. If you’re not played this one, it’s on sale for $13.99 (65 percent off) on Steam. Many consider it one of the best western RPGs ever made.

Disco Elysium came out in October 2019, but ZA/UM is updating it regularly. The Final Cut edition even included full voice acting, which is wild for an RPG with countless dialogue options.

Written by Kyle Campbell on behalf of GLHF.

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How Studio ZA/UM brought the definitive edition of Disco Elysium to the Nintendo Switch

Inside the long road to release and the “painstaking re-assembly” of Disco Elysium The Final Cut.

It’s not often that a studio’s debut wins multiple game of the year awards, but Studio ZA/UM is not your ordinary studio. The idea that eventually became Disco Elysium came to the collective’s founder Robert Kurvitz in the mid-2000s and spanned tabletop concepts and novels before a decision was made to funnel its dashing steampunk world into the medium of video games in the mid-2010s. Originally titled No Truce With the Furies, a group of like-minded artists came together in an Estonian squat to develop Disco Elysium, which eventually launched in October 2019 to incredulous acclaim from both critics and fans. 

And like any game worth its salt, it’s been ported to the Nintendo Switch. Following a PlayStation and Google Stadia release earlier this year, ‘The Final Cut’ edition of Disco Elysium is finally coming to Nintendo’s pocket powerhouse on October 12. Disco Elysium’s text-heavy RPG gameplay makes it a fine fit for the portable platform, as you explore a rich isometric world in control of a hungover detective amid a murky murder.

A deeply complex game with tons of tiny checks and interactions, Disco Elysium was inspired by games like Planescape: Torment and plays similarly to old-school PC RPGs like Baldur’s Gate but with a refreshing quasi-modern setting. Players create their own protagonist, but instead of the typical Dungeons and Dragons skills conventionally used to build characters in the genre, you put focus into your Intellect, Psyche, Physique or Motorics. Skills include Empathy, Drama, Electro-Chemistry, and Reaction Speed, allowing you to flesh out the investigator’s mind as well as their body, resulting in many fascinating conversations and capers that have led to the game being showered in praise.

But given how ambitious and sprawling Disco Elysium is, you can imagine that it wasn’t so easy to bundle it up and bring it to the Nintendo Switch. As part of a recent presentation ahead of the port’s release, Studio ZA/UM artists Kaspar Tamsalu and Siim Raidma dug into how the collective managed the “painstaking re-assembly” process and expanded on the game’s fascinating development cycle.

“The story of Disco Elysium started a long time ago,” says Tamsalu, showing us a floor plan for the Tallinn squat where the ZA/UM collective came together to realize the award-winning game. As we cycled through snapshots from the humble abode, Raidma added that at the time, they were simply a crew of writers and artists with no experience in the industry, trying to kickstart a video game company. Raidma says that the team would conduct interviews in the attic, which housed a dead pigeon as well as plenty of bird poop. “It scared off the right people and attracted the right crowd,” Raidma said.

Tamsalu says that ZA/UM had huge plans at the start which they had to “dial back a notch” as they encountered the realities of modern video game development, but the collective still managed to maintain their vision for the world of Elysium. Concept art shown from the time offered glimpses at early versions of key areas in the game, looking just as inspired as when they eventually shipped in 2019.

Speaking to the initial response to Disco Elysium, Studio ZA/UM was naturally bowled over by the outpouring of love for its passion project. “We had a lot of ambition but very little expectations,” Tamsalu said. As the game of the year awards started pouring in, the team refined the original experience on PC while looking to the future of the game on other platforms, and eventually, ‘The Final Cut’. 

The Final Cut was a chance to add full voiceover and content that was planned but couldn’t fit,” Tamsalu explained. This expanded version of the game launched in March of this year on PC, PlayStation and Google Stadia, bringing new quests, quality-of-life tweaks and as noted by Tamsalu, professional voice-acting for over a million words of superbly written text.

After the release of The Final Cut update, the studio kept chipping away at the game, polishing it with plenty of helpful feedback from the community. But the Nintendo Switch port was, as Raidma puts it, “a great opportunity for us to rework basically most of the game for a second time.”

Described as “a massive undertaking” by Raidma, the Nintendo Switch version of Disco Elysium – The Final Cut involved considerable reworks of the user interface for the portable console, as well as making sure text size was adjustable to fit screens and frame key scenes. 

According to Raidma, the team had to dig into optometry concepts like arcminutes to assess sightlines, unify the text and get the tiny angles right to ensure the game was legible, accessible and pleasing to look at across all devices, including the smaller screen of the Nintendo Switch. Understandably, Disco Elysium is now one of the most voiceover-rich games on the Nintendo Switch too, with Tamsalu saying that it was “a squeeze to fit it on the cartridge” thanks to the sheer amount of words being spoken in-game.

Optimizing a game meant for PC on the Nintendo Switch was no small feat for Studio ZA/UM either. Raidma called it an “interesting optimization process,” with a more narrow scope of performance to work with. ZA/UM started with the minimum PC spec version of the game and worked to elevate it until it was “as pretty as it can get” on the Nintendo Switch.

Tamsalu notes that “(Disco Elysium) hasn’t been as smooth running as it is now,” with the game apparently looking and performing better than ever. From the footage we were shown during the presentation, Disco Elysium definitely looks fluid and enjoyable on the Nintendo Switch. I will be very tempted to check it out again on a platform where I can pick it up and put it down with ease, instead of binging it for hours at my desk. I’m excited to roll a new character and check out the voiceover, which will no doubt elevate a narrative that I already adored without spoken words.

However, it is worth noting that assets and characters do appear sharper around the edges on the Nintendo Switch. This is an understandable compromise in the leap from a PC to a portable console, and a similar trade-off to how CD Projekt Red managed to jam The Witcher 3 onto the device. Regardless, thanks to the text size optimizations and UI reworks, it doesn’t get in the way of the art direction or affect the more taxing scripted animations in the game, which were front and center in the trailer.

Tamsalu rounded off by saying that he hopes that the Nintendo crowd, a completely different demographic to the PC RPG crowd, will appreciate the effort and enjoy Studio ZA/UM’s bizarre behemoth of a game in its most portable form.

For those of you who have yet to engage with Disco Elysium, you’ll be able to dig into its atmospheric world on Nintendo Switch this October 12, when Disco Elysium – The Final Cut launches digitally on the Nintendo eShop. You can preorder it now for $39.99. Preorders are also open for a physical collector’s edition of Disco Elysium – The Final Cut, which has been developed by iam8bit and will release in early 2022.

Written by Jordan Oloman on behalf of GLHF.

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