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* CreativeSterility: He notes himself that his imagination has a way of failing him. Conceptualization points out that the lieutenant's own conceptualization skills must be a bit weak. This is actually part of what impresses him about [[MrImagination your own skills]], regardless of what they are.


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* LackOfImagination: He notes himself that his imagination has a way of failing him. Conceptualization points out that the lieutenant's own conceptualization skills must be a bit weak. This is actually part of what impresses him about [[MrImagination your own skills]], regardless of what they are.
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* TheSixStats: The ''four'' stats of Disco Elysium roughly mirror a combination of a few classic stats. Intellect is Intelligence, Psyche is a mix of Wisdom and Charisma, Physical is Strength, Endurance, and the threatening aspects of Charisma, and Motorics is essentially Dexterity mixed with some mechanical Intelligence.
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checked fayde because the information didn't seem accurate, and it turns out i was right. "fingers" is used to refer to interfacing specifically (as a name) but the body part is also used in relation to other motorics skills (particularly those most involved in using guns)


** Hand-Eye coordination is the fingers (even explicitly addressed as such), so is Interfacing[[note]]Though it can be the fingertips specifically[[/note]].

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** Hand-Eye coordination Interfacing, along with other Motorics skills such as Hand/Eye Coordination and Reaction Speed, is associated with the fingers (even explicitly fingers, even being addressed as such), so is Interfacing[[note]]Though it can be the fingertips specifically[[/note]].such in some dialogues.
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* GoingColdTurkey: By internalizing the "Waste Land of Reality" thought, you can put your alcoholism behind you through this method. It does however come with drawbacks; most prominently when you're internalizing the thought, where you get a whooping -2 penalty to the Physical Instrument skill, but upon completion, you get a whole extra point in Psyche, which is the only opportunity the game offers to permanently increase a stat. The drawbacks of completion are most notably that you won't get any more bonuses from consuming alcohol, which of course would defeat the purpose, and a -1 to Physical Instrument due to insomnia, while the penalties to Inland Empire and Suggestion are offset by your increased psyche. The thought does make it clear that this is just the beginning of getting truly sober:

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* GoingColdTurkey: By internalizing the "Waste Land of Reality" thought, you can put your alcoholism behind you through this method. It does however come with drawbacks; most prominently when you're internalizing the thought, where you get a whooping whopping -2 penalty to the Physical Instrument skill, but upon completion, you get a whole extra point in Psyche, which is the only opportunity the game offers to permanently increase a stat. The drawbacks of completion are most notably that you won't get any more bonuses from consuming alcohol, which of course would defeat the purpose, and a -1 to Physical Instrument due to insomnia, while the penalties to Inland Empire and Suggestion are offset by your increased psyche.Psyche. The thought does make it clear that this is just the beginning of getting truly sober:
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* TransparentCloset: Your attraction to men is made much explicit in ''The Final Cut'', albeit to your own obliviousness.

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* TransparentCloset: Your bisexuality, especially when it comes to attraction to men men, is made much explicit in ''The Final Cut'', albeit to your own obliviousness.
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This thought mostly seems to come from Volition, one of the most truthful parts of yourself. I think it's saying that recovery will be hard, and will seem boring compared to the diet of instant gratification you've gotten used to, but will ultimately still be worth it in the end. The previous lines before the quote: "Congrats – you're sober. It will take a while for your body to remember how to metabolize anything that isn't sugar from alcohol, so you're going to be pretty ravenous soon. Eat plenty. You can expect your coordination and balance to improve in a couple of weeks. In two months, you might start sleeping like a normal person."


* GoingColdTurkey: By internalizing the "Wasteland of Reality" thought, you can put your alcoholism behind you through this method. It does however come with drawbacks; most prominently when you're internalizing the thought, where you get a whooping -2 penalty to the Physical Instrument skill, but upon completion, you get a whole extra point in Psyche, which becomes the only opportunity the game offers you to permanently increase a stat. Completion does come with its own drawbacks, most notably that you won't get any more bonuses from consuming alcohol. And the thought makes it clear that this is just the beginning of getting truly sober:
-->''Full recovery will take years, though. [[BlatantLies It'll be depressing. And it'll be boring. Don't expect any further rewards or handclaps]]. This is how normal people are all the time.''

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* GoingColdTurkey: By internalizing the "Wasteland "Waste Land of Reality" thought, you can put your alcoholism behind you through this method. It does however come with drawbacks; most prominently when you're internalizing the thought, where you get a whooping -2 penalty to the Physical Instrument skill, but upon completion, you get a whole extra point in Psyche, which becomes is the only opportunity the game offers you to permanently increase a stat. Completion does come with its own drawbacks, The drawbacks of completion are most notably that you won't get any more bonuses from consuming alcohol. And alcohol, which of course would defeat the purpose, and a -1 to Physical Instrument due to insomnia, while the penalties to Inland Empire and Suggestion are offset by your increased psyche. The thought makes does make it clear that this is just the beginning of getting truly sober:
-->''Full recovery will take years, though. [[BlatantLies It'll be depressing. And it'll be boring. Don't expect any further rewards or handclaps]].handclaps. This is how normal people are all the time.''
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It's from the perspective of a very much lying part of an addict.


-->''Full recovery will take years, though. It'll be depressing. And it'll be boring. Don't expect any further rewards or handclaps. This is how normal people are all the time.''

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-->''Full recovery will take years, though. [[BlatantLies It'll be depressing. And it'll be boring. Don't expect any further rewards or handclaps.handclaps]]. This is how normal people are all the time.''

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* JerkassHasAPoint: Even the meanest and most fixated skills are doing what they are doing because they want to protect you and ease your pain. Endurance will take a break from encouraging you to become a fascist by comparing you favourably to a seagull to make you feel better; Electrochemistry might be there to get you to chase your fixations but it's also there to help you get out of them; Authority will sometimes stop creating absurd moral standards for you in favour of encouraging you to be a ReasonableAuthorityFigure whose self control allows him to respect himself and others; Pain Threshold stops the masochism routine in one instance to help you understand the pain others feel and keep from exacerbating it.

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* JerkassHasAPoint: Even the meanest and most fixated skills are doing what they are doing because they want to protect you and ease your pain. Endurance will take a break from encouraging you to become a fascist by comparing you favourably favorably to a seagull to make you feel better; Electrochemistry might be there to get you to chase your fixations but it's also there to help you get out of them; Authority will sometimes stop creating absurd moral standards for you in favour of encouraging you to be a ReasonableAuthorityFigure whose self control allows him to respect himself and others; Pain Threshold stops the masochism routine in one instance to help you understand the pain others feel and keep from exacerbating it.



* LiteralMinded: Your Perception skill has a habit of being like this. It becomes way more noticeable when juxtaposed with the PurpleProse of your more abstract skills, like Conceptualization or Inland Empire.



** Volition and Electrochemistry are this to each other. Both represents parts inside the Detective that want him to keep ploughing forward and finish the case, and their interactions with him both have a similar didactic, mentorly tone where they soothe him if he gets overwhelmed and warn him against doing things that are unwise. The difference is that Volition wants him to keep going ''because it is the right thing to do'', while Electrochemistry wants him to keep going while [[{{Escapism}} self-medicating with as much pleasure as possible]] because that makes it easier, and win for the sheer kick of it. And as you'd expect, Volition is a strong, benevolent HopeBringer while Electrochemistry encourages you to indulge the vices that [[LethallyStupid have already ruined your life]], but Electrochemistry takes over as the voice of reason at times when Volition is fixating on hairshirt self-discipline that won't lead to anyone having a good time. The connection and contrast between the two is emphasised in the bad ending. After realising you have no choice except to quit drinking, Electrochemistry tells you that you can replace the alcohol with another drug to 'buy you time' because 'all you need is time'. Volition then interrupts to say you can just stop, and 'it is possible because time is possible'.

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** Volition and Electrochemistry are this to each other. Both represents parts inside the Detective that want him to keep ploughing forward and finish the case, and their interactions with him both have a similar didactic, mentorly mentorlike tone where they soothe him if he gets overwhelmed and warn him against doing things that are unwise. The difference is that Volition wants him to keep going ''because it is the right thing to do'', while Electrochemistry wants him to keep going while [[{{Escapism}} self-medicating with as much pleasure as possible]] because that makes it easier, and win for the sheer kick of it. And as you'd expect, Volition is a strong, benevolent HopeBringer while Electrochemistry encourages you to indulge the vices that [[LethallyStupid have already ruined your life]], but Electrochemistry takes over as the voice of reason at times when Volition is fixating on hairshirt hairshirted self-discipline that won't lead to anyone having a good time. The connection and contrast between the two is emphasised emphasized in the bad ending. After realising realizing you have no choice except to quit drinking, Electrochemistry tells you that you can replace the alcohol with another drug to 'buy you time' because 'all you need is time'. Volition then interrupts to say you can just stop, and 'it is possible because time is possible'.

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New trope example, and changed quote according to the real voiceline.


[[caption-width-right:200:Everything on the god damn crime scene fits like a glove, you should get *SHITFACED* on this *GOD DAMN CRIME SCENE*!]]

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[[caption-width-right:200:Everything on the god damn crime scene fits like a glove, you should get *SHITFACED* on this *GOD DAMN *DAMN CRIME SCENE*!]]


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* LargeHam: He’s [[NoIndoorVoice really loud]] and has a weird accent… on top of being nothing but a necktie. “OK! WOW! BRATOOSHKA! LET’S BUY THE SPIRIT!”

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* GoodWithNumbers: A high Visual Calculus turns you into, in its words, a 'human measuring instrument', capable of astonishing feats of mathematical precision without outside assistance.


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* GoodWithNumbers: A high Visual Calculus turns you into, in its words, a 'human measuring instrument', capable of astonishing feats of mathematical precision without outside assistance.
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* GoodWithNumbers: A high Visual Calculus turns you into, in its words, a 'human measuring instrument', capable of astonishing feats of mathematical precision without outside assistance.
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* MySignificanceSenseIsTingling: Esprit de Corps and Shivers often give you a vague foreboding (or even outright visions with clearly audible dialogue) of far-off events that you have no real way of knowing about.

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* MySignificanceSenseIsTingling: Esprit de Corps and Shivers often give you a vague foreboding (or even outright visions with clearly audible dialogue) of far-off events that you have no real way of knowing about. This can foreshadow events that the player won't have any idea what they mean at first, or provide more depth to the world around you. Letting them get too high though can result in the Detectives grip on reality being a bit stressed because of this.



** Authority is this to the PSY skills. Volition is your moral compass and your willpower, and will only make you boring if it is too strong. Inland Empire governs your lateral thinking, which can cause you to become a bit too spacey and weird at higher levels. Empathy is ExactlyWhatItSaysOnTheTin, and can bog you down from identifying ''too much'' with the struggles and feelings of others. Esprit de Corps allows you to get glimpses into the lives of other cops, which can at worst be somewhat distracting. Suggestion is, essentially, the power of inception (i.e. using subtle flattery or criticisms to make people do as you want, while also making them believe that it was their own idea to begin with), and it can turn you into quite the slimy weasel, even if you're only one who notices. High Authority, however, will make you become [[DrunkWithPower a raging, power-mad asshole who likes to abuse the power his badge gives him in extremely petty ways for fun and profit]].

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** Authority is this to the PSY skills. Volition is your moral compass and your willpower, and will only make you boring if it is too strong. Inland Empire governs your lateral thinking, which can cause you to become a bit too spacey and weird at higher levels. Empathy is ExactlyWhatItSaysOnTheTin, and can bog you down from identifying ''too much'' with the struggles and feelings of others. Esprit de Corps allows you to get glimpses into the lives of other cops, which can at worst be somewhat distracting. Suggestion is, essentially, the power of inception (i.e. using subtle flattery or criticisms to make people do as you want, while also making them believe that it was their own idea to begin with), and it can turn you into quite the slimy weasel, even if you're only one who notices. High Authority, however, will make you become [[DrunkWithPower a raging, power-mad asshole who likes to abuse the power his badge gives him in extremely petty ways for fun and profit]].profit]], making it something to avoid letting overtake the rest of your skills.

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** Throughout the game, your skills will constantly bicker with you/each other in order to get what they want, which makes the times they actually work together and try to give you good advice all the more noteworthy. One particular instance of this is when you have to inform the [[spoiler:working-class woman of her husband's death]]. When you enter her apartment your skills noticeably become much more reserved, and they all try to give you helpful tips on how to handle the situation.
** In life-or-death situations, like interrogating the Hardie Boys and [[spoiler:the Tribunal]], the Skills drop the goofs and become hellbent on getting you out of trouble. Authority in particular drops the desire to flex on others for precise, terse sentences, while the usually overdramatic Empathy and Drama adopt a teacher-like tone to guide you through the situation.

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** In almost every conversation your skills will bicker with each other or sometimes disagree for the sake of it, but when all of them except Volition start doing everything they can to help [[spoiler: Klaasje or direct you away from her]], it highlights that something is really off with her.
** Throughout the game, your skills will constantly bicker with you/each other in order to get what they want, which makes the times they actually work together and try to give you good advice all the more noteworthy. One particular instance of this is when you have to inform the [[spoiler:working-class woman of her husband's death]]. When you enter her apartment your skills noticeably become much more reserved, and they all try to give you helpful tips on how to handle the situation.
situation.
** In life-or-death situations, like interrogating the Hardie Boys and [[spoiler:the Tribunal]], the Skills drop the goofs and become hellbent on getting you out of trouble. Authority in particular drops the desire to flex on others for precise, terse sentences, while the usually overdramatic Empathy and Drama adopt a teacher-like tone to guide you through the situation. The [[spoiler:Tribunal]] in particular is one of the few times where every single one of them, even ones that tend to be self-destructive, work to ensure your survival.
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* AmbiguouslyBi: In the original release. ''The Final Cut'', makes your attraction to men more explicit, making you a case of TransparentCloset.

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* AmbiguouslyBi: In the original release. ''The Final Cut'', makes your attraction to men more explicit, making you a case of TransparentCloset.TransparentCloset, though [[spoiler:Harry is always revealed to have loved Dora in spite of this]].

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* InnocentlyInsensitive: Some of the dialogue options you can pick can end up coming across as this after the fact. Part of the issue is that, since the detective can't recall their memories, they are prone to just parroting things said to them without being aware of how rude or foul what they said was. You can say some horribly racist, sexist, or offensive things to people while genuinely not knowing it, with Kim sometimes having to step in and make it clear ''why'' what you said was not really a good thing.



->'''Voiced by:''' Creator/JullianChampenois

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->'''Voiced by:''' Creator/JullianChampenoisJullian Champenois



* BanOnPolitics: Kim prefers to avoid talking about politics or the war on the job -- because he thinks it's unbecoming of an RCM officer, as well as to head off disagreements. He leans toward moralism personally, in its more moderate and realistic forms, but even then he's well aware of the Moralintern's failings and flaws. The status quo which the RCM is meant to uphold is only desirable in that the alternatives seem worse.

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* BanOnPolitics: Kim prefers to avoid talking about politics or the war on the job -- because he thinks it's unbecoming of an RCM officer, as well as to head off disagreements. He leans toward moralism personally, in its more moderate and realistic forms, but even then he's well aware of the Moralintern's failings and flaws. The status quo which the RCM is meant to uphold is only desirable in that the alternatives seem worse. If the player leans into the various political ideas they encounter during the investigation, Kim will readily try to direct things back to the case, and won't be shy about criticizing your choice to be distracted by them.



* BewareTheNiceOnes: There's how he can lay into you for compromising the investigation or insulting him one too many times, but Kim also has racked up [[spoiler:twice your bodycount]], and if you help him learn that [[spoiler:Iosef]] has information that could implicate the Claires in criminal activity, a high Esprit de Corps can sense that he's going to make sure that the RCM wrings a detailed testimony out of the old man one way or another.

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* BewareTheNiceOnes: BewareTheNiceOnes:
**
There's how he can lay into you for compromising the investigation or insulting him one too many times, but Kim also has racked up [[spoiler:twice your bodycount]], and if you help him learn that [[spoiler:Iosef]] has information that could implicate the Claires in criminal activity, a high Esprit de Corps can sense that he's going to make sure that the RCM wrings a detailed testimony out of the old man one way or another.



* ConsummateProfessional: The Goodest of the Good Cops, as the game puts it. Kim does everything in his power to embody the authority and trust placed in the RCM. While he'll put up with a certain amount of your lack thereof, he'll come down hard if he thinks your "personal issues" are actively hampering the investigation. Meanwhile, the quickest way to get Kim to really trust you is to refuse to take bribes or indulge in anything that's blatantly illegal.

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* ConsummateProfessional: ConsummateProfessional:
**
The Goodest of the Good Cops, as the game puts it. Kim does everything in his power to embody the authority and trust placed in the RCM. While he'll put up with a certain amount of your lack thereof, he'll come down hard if he thinks your "personal issues" are actively hampering the investigation. Meanwhile, the quickest way to get Kim to really trust you is to refuse to take bribes or indulge in anything that's blatantly illegal.



* FormerTeenRebel: Downplayed, and only if your Skills are to be trusted. Being a communist and passing semi-difficult Drama and Empathy checks whilst discussing Kim's childhood career dreams will reveal that a ten-year-old Kim had had a soft spot for the Revolutionaries.

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* FormerTeenRebel: FormerTeenRebel:
**
Downplayed, and only if your Skills are to be trusted. Being a communist and passing semi-difficult Drama and Empathy checks whilst discussing Kim's childhood career dreams will reveal that a ten-year-old Kim had had a soft spot for the Revolutionaries.
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** [[spoiler:Passing a fairly high Volition check when interrogating Klassje reveals that, given her proficiency with lying and liberally mixing her lies in with the truth, she has all of your Skills other than Volition convinced that she had nothing to do with the murder or the victim. Thankfully Volition can guide you through the encounter, but even Volition gets played since he is convinced that, given that Klassje is lying to you, she ''must'' be the culprit (since Volition is so extremely protective of you, his main motivation for putting the blame on Klassje can be summed up as mostly being a spiteful attempt at "getting back" at Klassje for trying to "harm" you -- i.e. undermine your professional pride -- by almost getting you to buy her cover story) even when the case ultimately proves that she isn't.]]

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** [[spoiler:Passing a fairly high Volition check when interrogating Klassje Klaasje reveals that, given her proficiency with lying and liberally mixing her lies in with the truth, she has all of your Skills other than Volition convinced that she had nothing to do with the murder or the victim. Thankfully Volition can guide you through the encounter, but even Volition gets played since he is convinced that, given that Klassje Klaasje is lying to you, she ''must'' be the culprit (since Volition is so extremely protective of you, his main motivation for putting the blame on Klassje Klaasje can be summed up as mostly being a spiteful attempt at "getting back" at Klassje Klaasje for trying to "harm" you -- i.e. undermine your professional pride -- by almost getting you to buy her cover story) even when the case ultimately proves that she isn't.]]
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'''Half Life:''' What if he's grabbing a GUN?!\\

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'''Half Life:''' '''Half-Light:''' What if he's grabbing a GUN?!\\



'''Half Life:''' He's trying to cut you with its sharp edge!\\

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'''Half Life:''' '''Half-Light:''' He's trying to cut you with its sharp edge!\\
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* NaiveNewcomer: [[ExaggeratedTrope Exaggerated.]] You can ask questions about things that even people in the real world would consider common knowledge, let alone the people of Elysium; among them, the purpose of money.
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** Whenever you see a bird you almost always refer to it by species rather than just saying "a bird", and you can identify a lot of them, much like an avid birdwatcher.
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* SympathyForTheDevil: You can choose to show compassion for [[spoiler: Raul Kortenaer]] as he dies, hoping he'll find peace now, despite him being little more than a PsychoForHire whose only positive trait was the loyalty he felt towards his brother.

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