#where even are we? where is Revachol located at?
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It's nice seeing that a place in the world still has snow, even if it's a fictional one
#himitsu plays disco elysium#disco elysium#where even are we? where is Revachol located at?#Iiii think it's in france? like up north#where the coast faces the artic sea#basically in the north#that or we're in a french colony now ex colony?#whatever the answer is it seems like we're in a mainly french-#speaking country#a lot of people have a french accent
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The Revachol LARP is looking to fill a few positions at a discounted price!
Main info on the event: https://revachol.rolling.cz/
The missing characters with their descriptions: Run 1, September 18th-22nd #12 Tony Eclissi: https://rolling.larpmanager.com/revachol/1/character/12/ #21 Placide Raincourt: https://rolling.larpmanager.com/revachol/1/character/21/ #37 Eli Baciu: https://rolling.larpmanager.com/revachol/1/character/37/ #40 Tylor Maier: https://rolling.larpmanager.com/revachol/1/character/40/ #42 Jaydon Maier: https://rolling.larpmanager.com/revachol/1/character/42/ #48 Robin La Rosa: https://rolling.larpmanager.com/revachol/1/character/48/ #50 Kit Verhoog: https://rolling.larpmanager.com/revachol/1/character/50/ #61 Matija Krot: https://rolling.larpmanager.com/revachol/1/character/61/ #68 Kiran Kim: https://rolling.larpmanager.com/revachol/1/character/68/ #71 Aaro Du Toit https://rolling.larpmanager.com/revachol/1/character/71/ #78 Huug https://rolling.larpmanager.com/revachol/1/character/78/ #91 Hope https://rolling.larpmanager.com/revachol/1/character/91/ #119 Bragi https://rolling.larpmanager.com/revachol/1/character/119/ #127 Kras Knezhinskyi https://rolling.larpmanager.com/revachol/1/character/127/
Run 2, September 25th-29th #5 Lumen Boulanger https://rolling.larpmanager.com/revachol/2/character/5/ #13 Jo Eclissi https://rolling.larpmanager.com/revachol/2/character/13/ #17 Ember Gessle https://rolling.larpmanager.com/revachol/2/character/17/ #23 Ardor Schwenk https://rolling.larpmanager.com/revachol/2/character/23/ #26 Zair Schwenk https://rolling.larpmanager.com/revachol/2/character/26/ #39 Rory Baciu https://rolling.larpmanager.com/revachol/2/character/39/ #41 Sidney Maier https://rolling.larpmanager.com/revachol/2/character/41/ #43 Andy Maier https://rolling.larpmanager.com/revachol/2/character/43/ #44 Alex Patterson https://rolling.larpmanager.com/revachol/2/character/44/ #45 Cal Patterson https://rolling.larpmanager.com/revachol/2/character/45/ #50 Kit Verhoog https://rolling.larpmanager.com/revachol/2/character/50/ #51 Ira Verhoog https://rolling.larpmanager.com/revachol/2/character/51/ #63 Sasha Krot https://rolling.larpmanager.com/revachol/2/character/63/
All the basic info copypasted from the website:
Practicalities
What: A Disco Elysium larp for around 100 players.
When: 18-22 & 25-29 September 2024 (1 day of workshops, 2 days of play)
Where: Old Military Hospital, Terezín (Czech Republic)
Cost: €290 €145
Produced by: Rolling & and international crew
Language: English
Location: Old military hospital, in the middle of the city. Indoors and outdoors environment. Location has basic amenities (toilets, water etc) but don’t expect high standard (no central heating).
Accessibility: Not wheel chair friendly (no elevators, stairs, thresholds). Very sensitive allergies or asthmatics may have problems with the environment.
Time: Players will be required to be in Terezín on Wednesday evening, for a full day of workshops, briefings, player meetings and co-creation. The game itself will start on Thursday afternoon and run until Saturday afternoon — with less intense or no play at all for night time sleeping (players choice).
Costumes & props: Key costume elements and key props will be provided. You bring a base layer, shoes, and any extra props you want. Costumes and props are mostly attainable by modern second-hand shopping.
Food & drink: Scheduled breakfast, lunch, and dinner (served in-game). We will provide water, tea, and vegetarian food, with the whole menu available beforehand, allowing people to bring food to address their allergies and special needs.
Design stuff
Potential content warnings: Racism, violence, physical larping, political extremism, loud noises, realistic firearms, drug use, oppression, suicide, actual work.
Design & play style: Immersive experience grounded in a poetic world. Expect some scripted stories in the form of fateplay and collaborative rather than competitive play. Individual character-specific plots. Not full transparency. Some non-diegetic meta-techniques.
Sign up process: Lottery system with certain conditions applied by organisers. Upon selection in the lottery, players pay the participation fee and receive full character and access to the participant website. Players will have option to signal they are uncomfortable playing with somebody or think somebody is not safe to be at the event.
Co-creation: Pre-written characters. Act structure with some specific limitations and/or mechanics; otherwise, players have the freedom to create. Players are not expected to prepare or create relations, have meetings, partake in events, etc., before the event. Lore is established by organisers, and players act within provided frames. There is an established overarching arc for the larp, with some set events. Artist characters will be creating art during the game.
Physical & emotional safety: Opt-out techniques & safety techniques. Some themes, mechanics or content of the larp are very general and not opt-outable (for example, “poverty”). Mechanics for violence and fighting that lean more towards simple conflict resolution than boffer fighting. Dedicated organisers on premises for safety, medical, and emotional support. Calibration and escalation/de-escalation techniques will be workshopped and encouraged.
What will we be doing: Playing out conflicts, romances, brawls, revealing secrets from the past, pursuing political goals, dealing with community problems. Creating art, music, weird performances, or just striving to have a normal, working family. The slice-of-life approach means that work is also part of the game. Most players will have 2-3 hours of some form of “work” to perform each day (not very physically taxing). Scheduled and spontaneous activities in the characters’ social groups (hobbies, families, politics, interest groups, etc.). Socialising, trading, scheming or just chilling and people-watching. There will be plenty of low-threshold activities on-site for everyone to be involved in if interested. Our aim is to create a living, breathing world. Everyone will be able to get 8 hours of sleep.
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The key we picked up allows us to enter the apartment building.
Eviction notices and missing pets are plastered on top of each other.
This box is filled with cleaning chemicals. Smells of laundry detergent.
The closet also contains a pair of glasses.
FLIP-UP GLASSES "THE AUDITOR"
These flip-up sunglasses were fashionable in the Old, but have since lost their popularity. These thing gold-alloy wire frames are a reminder of drug-addled bohemian artists. these days the glasses are only favoured by organized crime accountants who desire to look cool.
+1 Logic: Balancing the books
-1 Authority: Filthy boho, probably a narcomaniac
Our authority has already taken a number of hits from various Thoughts, so I leave these off for now.
An old shoe rack. Boots, sneakers and old slippers.
This door just opens.
These shower curtains are covered in some sort of slime.
There's also 0.42 real in here.
DOOR, APARTMENT #12 - A shabby door hangs oddly on its hinges, secured to the doorframe with a safety chain. An unpaid energy bill is attached, threatening to cut off the electricity. It's addressed to Mr. Uuno de Ruyter.
"Looks like we found where Cuno's dad lives." (Point to the bill on the door.)
Knock lightly.
[Interfacing - Easy 8] Use the cutters on the chain.
[Leave.]
KIM KITSURAGI - "And the place comes with three months' worth of utility bills."
2. Knock lightly.
DOOR, APARTMENT #12 - No response.
INTERFACING [Easy: Success] - You'll need to equip the chaincutters to enter. Snip right through the metal!
Sure, just equip the chaincutters...
3. [Interfacing - Easy 8] Use the cutters on the chain.
INTERFACING [Easy: Failure] - It should be easy, but... it's just an awkward angle, okay? The door doesn't *really* open wide enough to really get the cutters through. You can't get the leverage you need. And the cutters are blunt. AND the chain is... just super strong, okay? It's not your fault you can't cut it!
KIM KITSURAGI - The lieutenant smiles. "Trouble with the chain, officer?"
"These are no ordinary chains... they are *titanium* chains. *Supreme-titanium*, Kim."
"Hey, don't look at me! You're the one packing shitty chaincutters."
"I'll be honest: I'm just not that good with my hands."
KIM KITSURAGI - "*Supreme-titanium*?" The lieutenant blinks. "Sure. A door inside this complex has super-hard, super-expensive chains."
INTERFACING - You can't stand for that! Come on, show him what you can REALLY do!
+1 Won't be beat by a goddamn door.
INTERFACING [Easy: Success] - Snip! So much for that goddamn chain. The links fall to the ground on the other side of the door. You have bested the titanium menace.
+5 XP
Level up!
KIM KITSURAGI - The lieutenant looks worried. "I know there's no stopping you -- but let's at least make this quick."
Alright. Let's go confront the *most violent man in Revachol*.
WRITING DESK - A phone book lies open on the table, covering a stack of utility bills. Right next to it, in plain sight, sits a small bottle of amphetamine, conveniently equipped with a straw.
Very loud snoring can be heard from the next room.
"Lieutenant, I've located psychoactive substances on this table."
Take the speed from the table.
[Leave.]
KIM KITSURAGI - "Good, confiscate it."
ESPRIT DE CORPS [Easy: Success] - The minuscule amount of amphetamine doesn't interest the lieutenant in the slightest. He listens instead to something in the other room.
2. Take the speed from the table.
WRITING DESK - You pocket the bottle as if it were the most natural thing in the world.
Item gained: Speed bottle
[Leave.]
Glossy erotica covers the wall, wrinkled from moisture.
A PILE OF CLOTHES - A bundle of clothes heaped on the bed. A stained parka, some towels and a duvet. Some socks even.
"Hold up, lieutenant. Look at that pile of clothes."
Slowly reach out your hand.
Nothing to see here then. [Leave.]
KIM KITSURAGI - "Mhmh..." The lieutenant has covered his nose.
Slowly reach out your hand.
A PILE OF CLOTHES - Something underneath there is breathing.
INLAND EMPIRE [Medium: Success] - It's not too late, no one's going to blame you for backing out. You don't have to do this. Just get out.
Keep extending your hand toward the pile.
Fuck this, I'm out. [Leave.]
A PILE OF CLOTHES - Your hand touches a greasy duvet, covered in cigarette burns and ketchup stains. You hear a growl. There is something *alive* underneath it.
Pull the blanket off.
Fuck this, I'm out. [Leave.]
CUNO'S DAD - You see a 60-year-old fat red-headed man passed out from large amounts of alcohol. And god knows what else. The smell of shit rises from his mouth.
You don't have to take him down. He's already down.
"Kim, is this thing even *alive*?"
"Is this... Cuno's father we're seeing?"
"Maybe we should help him somehow?"
(Whisper.) "I took your amphetamine, old man."
[Leave.]
KIM KITSURAGI - "I'm afraid it is. Look, it *moves*." He points to a fleshy lump sticking out from the other end of the blanket. The limb seems to be twitching from time to time.
CUNO'S DAD - A groan rises from the man's throat, dry like a death rattle... He's trying to say something in his sleep.
2. "Is this.... Cuno's father we're seeing?"
KIM KITSURAGI - "Well, judging by the colour of his hair I would say yes, it is."
CUNO'S DAD - The lieutenant's right -- the man's unwashed hair bears a familiar ginger tone. Even the hair on his chest is coppery. The light from the window falls into his half-open eyes.
"I was expecting something... worse."
"I can't believe it, Cuno's dad isn't a loser! It *must* be someone else."
"Doesn't look like he's going to fuck anyone up anytime soon."
KIM KITSURAGI - "No, it really doesn't." The lieutenant tilts his head. "This looks very hard to recover from."
"This man won't be feeding his family any time soon. Not that he was, but..." The lieutenant thinks to himself. "At least he won't be beating his son."
CUNO'S DAD - A pair of half-open bug eyes is staring back at you from the dark, empty and frozen. It's clear that the person behind them is not awake.
"Hold on, what happened to his eyes?"
"He's gonna sleep it off, I know this shit."
"This is serious damage, I'm still not sure he's not dead."
KIM KITSURAGI - "Can't you tell? It happens to exceptionally *committed* substance abusers. They fall asleep with their eyelids still open. Not a pretty sight."
3. "This is serious damage, I'm still not sure he's not dead."
CUNO'S DAD - "Fuckn... k... f...pi..." Suddenly the man starts growling. Three words manage to escape his mouth, along with a strong stench of alcohol.
KIM KITSURAGI - "Look, he's trying to communicate."
3. "Maybe we should help him somehow?"
KIM KITSURAGI - "What is there to do? We could turn him on his side, so he doesn't choke on his own vomit. But he's already on his side..."
"Excellent form."
"Poor guy."
Nod.
KIM KITSURAGI - "We could take him to Remedie or Saint Batiste, but he doesn't have money for medical services. The Almshouse would turn him down..."
"They don't do charity for people who're trying to kill themselves. Besides, he'll be dead in a few…" The lieutenant stops, listening to him.
CUNO'S DAD - The pile of blankets grunts miserably.
4. (Whisper.) "I took your amphetamine, old man."
CUNO'S DAD - Silence... Only heat emanates from the sleeping body.
I put a hold on Remote Viewers Division so we can have a better chance at this next Perception check.
5. [Perception (Hearing) - Medium 10] Figure out what he's trying to say.
PERCEPTION (HEARING) [Medium: Success] - The man groans once again, but his tongue keeps failing him: It's impossible to make out the syllables. A hand emerges from the blankets, trying to gesticulate something...
And then it dawns upon you, clear and surreal...
"Pigs," he says.
He's trying to call you pigs.
"What did you just say?"
"You're awake... He's awake!"
"Fuck you. Die."
+5 XP
CUNO'S DAD - His hand falls back on the bed, limp and defeated. A loud snore escapes his mouth... He's asleep again.
KIM KITSURAGI - "At least he got to say his piece."
5. [Leave.]
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Final Cut News!
All right, so, by now most people are probably aware that we got a glut of new information about Disco Elysium: The Final Cut yesterday. However, so much content from so many sources can be a bit overwhelming, so I’m making a roundup of links to all the new articles, art, music, and videos I can find, highlighting the details that I personally find interesting.
(under a read more because this will be quite a long post!)
To start with, new official art of Harry and Kim has been released! This art was created by Anton Vill, who did the art for the in-game Thought Cabinet.
ZA/UM's Head of Publishing, Mikk Metsniit, also posted art of Martinaise in the official Disco Elysium Discord. This art has been shared in lower quality before as part of a promotional image for the collector’s edition of Disco Elysium, which will include it as an “illustrated fabric map”. The file Metsniit posted is named “Martinaise Revitalization ‘48.″ In-universe, a design studio previously made an attempt to restore Martinaise to its pre-war state, but ultimately failed. This piece appears to show the planned development of Martinaise--except it’s being swallowed up by the Pale. Fun!
Along with the first piece of art come two new songs by British Sea Power, which will be featured in the final cut:
Advesperascit, named after the city in Vesper-Messina where Dolores Dei was crowned Innocence in-universe. Apparently the name is Latin and roughly translates to “evening comes”
Ignus Nilsen Waltz, named after a prominent communist figure in-universe.
I think these songs will likely be tied to the new political vision quests, which are four new questlines that are each associated with one of the game’s four political ideologies. More information about them, along with other details, can be found in the following articles and videos:
Disco Elysium - The Final Cut Is Like Going From A Black-And-White Movie To Color, article from GameSpot’s Phil Hornshaw. In this article, voice over director Jim Ashilevi talks about adding full voice acting to the game and says that The Final Cut will feature 59 voice actors from countries around the world, chosen to reflect the backgrounds of Revachol’s diverse inhabitants. Lead artist Kaspar Tamsalu speaks about the political vision quests, saying that they will allow the player to meet new characters, learn more about the existing ones, and dive deeper into the politics, secrets, and history of Elysium. Tamsalu also says that The Final Cut will add the ability to fast travel and include Twitch integration, allowing stream viewers to vote on streamers’ decisions and even influence the build of the protagonist.
Biggest Changes In Disco Elysium - The Final Cut, video from GameSpot’s Phil Hornshaw, accompanies the above article. This is a fairly short overview of The Final Cut’s new features as detailed in GameSpot’s article. It includes samples of new voice acting, clips of new animations from the end of the game involving the protagonist and his coworkers (1:47, 2:05), a scene showing a new area added by one of the political vision quests (1:57), and a particularly funny voiced line from Kim (3:22)
‘Disco Elysium: The Final Cut’ comes out March 30. Here’s what’s new. Article from The Washington Post’s Elise Favis. Includes more details about the political vision quests. According to developer Kaspar Tamsalu, these quests may be started after one in-game day, and are mutually exclusive so that only one may be completed in each playthrough. Jim Ashilevi talks more about the challenge of recording all of the game’s dialogue--more than one million words in total--without outsourcing the work to other studios. Ashilevi also says that he sees ZA/UM as an “art collective”, and “compares his team to the Wu-Tang Clan, in that each person has other creative endeavors, both personal and professional, outside of creating video games.”
Disco Elysium: The Final Cut even gives your horrific necktie a voice. Very brief article from PCGamer’s Fraser Brown. Not much new information in this article, but there is one interesting tidbit: apparently the Horrific Necktie’s voice will be provided by Mikee Goodman, who is one of the game’s voice over directors. Goodman also provides the voices of the Ancient Reptilian Brain, the Limbic System, and several other characters.
Disco Elysium is getting even more political, a long article from PC Gamer’s Fraser Brown. Lead writer Helen Hindpere talks more about the political vision quests, which she says ZA/UM was inspired to add based on fans’ enthusiastic reception of the game’s existing political themes. Hindpere says that the new quests can change the game’s map itself, allowing the protagonist to leave his own mark on the district of Martinaise. The quests will also allow for deeper and more serious exploration of the protagonist’s political views, which were often taken to humorous extremes in the original game. Each quest is different, with some being more wordy and some more visual. The Ultraliberal quest will allow the player to “build a personal brand”, while the communist quest “inspires you to begin a movement”. One quest also adds a new urban location to the game, which Hindpere says reminds her of Berlin. The quests don’t just revolve around a single topic, though; according to Hindpere, "You'll be talking about love, sexuality, hope, ambition, and even about certain geological features specific to our worldbuilding. There's an opportunity to get close and intimate with characters who have thus far seemed unapproachable. Let's say that once you share the same ideology many barriers disappear, allowing you see a different side of many important characters." There will also be a significant amount of new dialogue with Kim Kitsuragi related to these quests.
Disco Elysium PS5 Gameplay - 5 Things You Need To Know, fairly long video from PlayStation Access’ Ash Millman. This video provides some basic information about the game’s premise for new players and shows what the game will look like on PlayStation 5, with a user interface redesigned for the console. The video also includes clips throughout that show some new content, presumably from the political vision quests. Three of these clips seems to be connected: in the first of them, wires are shown that run from the battery of the protagonist’s crashed car to radio equipment set up on and around the statue in the center of Martinaise; in the second, Soona, the radiocomputer programmer from the church questline, can been seen climbing the statue itself to set up some more equipment; and in the third, Soona, Harry, and Kim stand near the modified statue, talking about attempting to contact the flying warship Archer via radio. There are also two other clips: in one, the statue has been splashed with multicolored paints, while in the other the protagonist is seen talking to Idiot Doom Spiral, a local drunk, about hiring him for an unspecified job. Millman also talks about the three different settings that will be available for the game’s voice over: “Classic Mode” will play the same as the original game, with only a few lines voiced, while “Psychological Mode” will provide voice acting for all characters except the protagonist’s internal monologue and skills. The last option, “Fully Voiced Mode” is, well, exactly what it sounds like. There’s also a brief clip that provides a sample of the Horrific Necktie’s new voice (1:26).
DISCO ELYSIUM - The Final Cut (Cuno Voice Example), YouTube video shared by developer Mikk Metsniit. Video is age-restricted. This video includes new voice samples for Cuno, a few of the skills, and Kim. Due to COVID-19, Cuno’s original voice actor, Dot Major, was unable to return, so Cuno is now voiced by Oli Dabiri. Lenval Brown, the narrator of the English language trailers, acts as the game’s general narrator and voice of all 24 skills. Jullian Champenois remains as Kim.
#disco elysium#harry du bois#harrier du bois#kim kitsuragi#news#oh my god this took me so long to put together#so tired of looking at it lmao
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