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Why does isometric perspective suit Disco Elysium? 'You can design the entire game as if it was a painting'

God bless Aleksander Rostov. The art director has been a highlight of Noclip's documentary about the making of Disco Elysium so far, always chiming in with the kind of insight you get with the real-life equivalent of Disco's "Actual Art Degree" thought cabinet project. The latest episode is focused entirely on Disco's art, which means Rostov gets to talk almost the entire way through, and everything he says is fascinating.

I was most interested in his comments on why Disco Elysium, which bucks CRPG tradition in so many ways...

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