Disco Elysium - The Final Cut

Disco Elysium - The Final Cut

Avaliações
PC
Disco Elysium - The Final Cut é um RPG inovador. Você é um detetive com um sistema de habilidades único à sua disposição e todo um quarteirão inteiro para explorar. Interrogue personagens inesquecíveis, desvende assassinatos ou receba propinas. Torne-se um herói ou uma calamidade de ser humano.
92%Avaliações da Steam118,1 mil avaliações97Metacritic/10089OpenCritic/100
Lançamento: Oct 15, 2019
RPG · Story Rich · Choices Matter · Detective · Isometric
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Preço desejado
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Histórico de preços

Últimos 36 meses · atualizado todo dia
Mínimo histórico~ US$ 0,002025-12Mínimo atual entre lojas~ US$ 7,99Epic Game Store
~ US$ 13,29~ US$ 22,99~ US$ 32,69~ US$ 42,3925-0925-1226-0326-0626-09~ US$ 3,99

Os preços cobrem a Steam e 39 lojas autorizadas; só entram ofertas regulares. O gráfico mostra os mínimos semanais do mercado e o preço oficial da Steam nos últimos 36 meses.

Equipe

Desenvolvedora
ZA/UM
Publicadora
ZA/UM
Voz
Lenval Brown · Jullian Champenois
9.0
Nota geral
Notas externas92%Avaliações da Steam118,1 mil avaliações97Metacritic/10089OpenCritic/100
Gráficos
7
Áudio
8.5
Jogabilidade
9
História
10
Conteúdo
8.5

A role-playing definitive cut where twenty-four inner voices talk back, winning narrative of the year with no combat at all

Nosso veredito

Stack the six dimensions together and the full picture sharpens: Disco Elysium: The Final Cut is a role-playing game that uses prose itself as the mechanic, a narrative peak no one has climbed past.

A milestone that redrew the genre's borders

Arriving in 2019, this game is widely read as a landmark for CRPGs and the role-playing genre at large. The trophy wall is absurd — Best Narrative, Best Independent Game, Best Role Playing Game, and Fresh Indie Game at The Game Awards 2019, plus BAFTA wins for Debut Game, Music, and Narrative, and Game of the Year nods from PC Gamer and others. The throughline is simple: it redrew what an RPG could be, and the industry took notes. Before it, the idea of a combat-free, near-all-reading game topping the year-end charts was hard to picture; after it, "narrative-driven" became a direction the whole indie scene keeps saluting, and countless smaller studios trace a line of inspiration straight back to Martinaise. A 97 on Metacritic, an 89 on OpenCritic, and a 92 percent Steam approval back the height from every side — from professional critics to the raw vote of players. For a game with no combat at all, held up almost entirely by text, that combination of scores is close to a miracle, the kind of result that should not be reproducible and so far has not been.

Who it is for, and who should think twice

So who is it for? If you will linger over a fine sentence and you prize narrative density and the weight of a choice over the thrill of action, this is practically tailored to you, and it repays every ounce of patience with a city, a cast, and a detective stitching himself back together. If you want instant combat feedback, tight handling, or simply have no appetite for long stretches of dialogue, this near-"playable novel" will likely leave you cold — no judgement, just taste, and forcing yourself through a game that fights your grain serves nobody. One more honest note: the subject matter skews adult, the narrative wades into heavy, serious social and human themes, and the tone runs cold and introspective throughout. It suits a mature player willing to settle in and think, to read carefully and sit with discomfort, rather than someone after a quick unwind at the end of a long day. This is a work to be absorbed, not a toy to be idly poked, and going in with the right expectations is half the battle.

Edition, platform, and why nothing has replaced it

On editions, The Final Cut is the only and most complete choice going — a free upgrade for original owners, with full voice acting and the four political vision quests, and no real reason to seek the old build. On platforms, since the core interaction was born for a mouse, PC stays the smoothest pick; the console versions are content-identical, with only that cursor-on-a-controller adjustment to make.

Which leaves the deepest question: after all these years, why is there still no second Disco Elysium? Because it pulled off something nobody else has — it made prose the mechanic. The twenty-four voices arguing in your skull, the Thought Cabinet you keep researching, the rolls that decide who you become rather than whether you live, together make a role-playing experience that stands alone. It did not refine an existing frame; it opened a new lane and remains its only benchmark. Baldur's Gate 3 has flashier combat and a bigger branch, yet it never wrote the hero's interior as speaking characters, and the imitators that followed mostly caught the surface, not the fusion of word and system. That is why nothing has replaced it — and why it stands as proof of how deep the game can reach as a storytelling medium.

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