Lengthy sections of text, random dice-roll checks, having to wait while you walk to an objective, overly-sporadic autosaves; Disco Elysium checks quite a few of my "no, thanks" boxes. So it's especially remarkable, thanks to its thoroughly engrossing writing and world-building, that I'm still interested in playing it. (Even after I died abruptly from a mean kid damaging my morale.)

Disco Elysium puts its best foot immediately forward, and it's a hell of a foot: your avatar's consciousness is its own character -- multiple characters, in fact. The call of the void, the thirst for adventure, the pull of chemical addiction, all of these urges are implemented as personalities - voiced by the same actor, with unique inflections - who tell the avatar's story and who you (the player) interact with via dialog choices.

And as you learn more about the game world's mildly-retro dystopian motif, these insane personalities fit snugly into it. The avatar is a train-wreck of a person, living in a train-wreck of a world.

Throw in the (from what little I've played) heavy emphasis on non-combat challenges, like persuasion or investigation, influenced by a number of point-based mental skills like Rhetoric and Shivers ... yeah. I want more of this.

I'll just need to remember to dote on the F5 key from now on.

Progress: Just leaving the hotel.