CorpsSansOrganes
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cheryl // 20 // it/she // ⭑ favs ⭑
writer for goober collective
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In the void that is Revachol, we see the light of love and hope slowly fade away. It is up to us to cultivate and nurture that light so it does not die. Love is not dead! As you read this, you are alive and breathing, and it's up to you to seize what remains and fight for it. We can no longer wait for some great revolution that will fix all of our problems. If you truly desire a revolution, you must create the conditions necessary to birth it!
Disco Elysium isn’t just a game about what political faction you align with or finding out who lynched the man behind Whirling-in-Rags; it’s a story about love and why we must hold onto it, even in the darkest of times. I understand that nowadays, with the current state of affairs, it's hard to believe in love and hope. It's difficult to place our hope in a future that seems to have been stolen away from us, yet that's precisely when we need it the most.
I choose to believe in love. I choose to hold on to the hope that a better future is possible, no matter what, because I believe it is. The people we know, the community we live in, and the world we inhabit are worth fighting for. Disco Elysium taught me that fixing the world and making it a better place isn’t just about picking up a gun and waging some violent revolution; it’s about cultivating community and caring for those in it. That’s where the true beauty of Disco Elysium lies.
I believe the way this game conveys that message is quite powerful. Disco doesn't make some grand showy gesture beating you over the head with its message; instead, it laboriously takes the time to show you that the world you live in is beautiful and worth fighting for. It spends the time showing you the inner lives of those around you and has you helping them, one person at a time.
There is one specific character that I feel best embodies this: Cuno. Cuno, at first, is seen to be an irrational, difficult, vulgar, and poorly-behaved child, which leads you to inevitably hate him. As you learn more about Cuno and his home life, however, you realise there’s something greater at play. He doesn’t act out for the hell of it; he is the way he is because his father is a drunk who’s fallen down on his luck due to becoming a victim of the system giving up on him and his son. He’s left with no choice. The system has abandoned Uuno and his son, leaving them both to fend for themselves and pick up the pieces. Which sadly isn’t uncommon in Revachol and the real world as well. It’s perhaps one of the most striking and poignant stories in the game. I eventually went from despising Cuno to feeling empathy for him, as I did for many others in Revachol when I learned their stories.
I believe this approach to storytelling and character writing is incredibly effective, and the best part about Disco Elysium is that these kinds of stories are all over the game. This goes to show how much love and care was put into humanising the inhabitants of Revachol, which helps make the world feel alive. Because of how well the game fleshed out its world and characters Disco Elysium was successful at conveying the message that this world is worth fighting for. Not only was I captivated by this world, but as the game drew to a close, I found myself deeply invested in the wellbeing of these characters and the city.
As I learned about these stories, Revachol’s history, and the many political factions vying for power, I realised that this game was never about solving a murder or finding which faction is "correct." It was about learning to love those around us and working together to create a better world, one step at a time. Creating a better world was never an unattainable goal conjured up in the minds of idealistic and "ignorant" kids. It is a possible reality, but it demands the working toiling masses of the world unite and work hand in hand in creating this future. It is on us to seize the future and lift eachother up when we need it most.
Never give up on fighting for this future. It is only dead when you allow yourself to be convinced that it is.
These adventures, however, cannot last forever; every story must end. The final expansion for The Witcher 3, Blood and Wine, aims to serve as an epilogue chapter in Geralt's story, and I must admit that it is one of the most fitting and satisfying ways this saga could conclude. Although the beautiful, lush mediaeval countryside and vineyards of Toussaint did not fully capture my heart on a second playthrough eight years later, I would be lying if I said I could think of a more suitable place to end Geralt's adventure in. Toussaint is large—almost shockingly large for what should be the setting of an epilogue chapter, but I believe its size works well in its favour. When compared to the previous expansion, Hearts of Stone, I discovered something interesting. Hearts of Stone demonstrates an impressive degree of restraint in its approach to storytelling, while Blood and Wine takes a hard left turn by expanding the scope massively and letting the chains loose, reminiscent of The Wild Hunt's massively complex narrative. What sets Blood and Wine apart, however, is how it refines and enhances the expansive and nonlinear storytelling approach of The Wild Hunt, which results in what I feel to be a vastly more enjoyable and satisfying narrative experience.
CD Projekt Red handles everything here with the utmost care, and I can feel the love they put into Blood and Wine. It’s incredibly commendable how much respect they have for the source material and how dedicated they are to honouring The Witcher’s history in this expansion. I would be remiss not to praise this expansion for the immense love and care that went into it. Serving as an epilogue to a multi-year-long epic, Blood and Wine stands as one of the most impressive storytelling feats of the past decade. Everything here is almost perfect, and despite not fully capturing my heart in the way I had hoped it would, I’m still deeply satisfied and moved by Blood and Wine.
This is truly one of the greatest expansions of all time.