Firstly, because it was not entirely clear what former ZA/UM talent is at Longdue.
Summer Eternal, on the other hand, was founded by Argo Tuulik, a writer on Disco.
ZA/UM has lost so much goodwill that its not even close to being the most popular Disco Elysium successor.
We also have the name of Longdues first game, Hopetown.
The reveal trailer featured Discos iconic narrator, Lenval Brown.
Ahead of Hopetowns Kickstarter opening today, I spoke with both Sobolewski and Longdues creative director, Grant Roberts.
Who At Longdue Worked On Disco Elysium?
I started by asking Sobolewski how he would define his role at Longdue now.
I wasn’t hands-on, like, developing code or designing things.
[…] but I was happy to take part in the meetings from time to time as well.
He says that he is now consulting, advising and focusing on family life.
That leads us to the other former ZA/UM talent.
Roberts explains Luigas involvement on Hopetown right now.
He was not involved in the beginning here at Longdue, he joined the team recently, Roberts starts.
Pretty much everybody on the dev team is inspired by Disco Elysium in some way.
It’s one of our favourite games.
There’s a lot of drama around ZA/UM.
There’s a lot of drama around what’s happened since then.
Roberts says he cannot comment on this dispute as he doesnt know the details.
I’ve been making games for 25 years - I’ve never made one of these.
Ultimately, Roberts says that the team just wants to work on the game.
Really looking forward to playing whatever they’re doing over at Red Info.
The latest stuff from Dark Math with Nightshift looks super cool.
Can’t wait to play that.
And I can’t wait to play what Summer Eternal is going to make.
I’m really excited to see what they do.
It’s going to be a game about exploration and conversation, both inside and outside your own mind.
Unfortunately, there isnt anything concrete to see right now.
A lot of the time has been spent getting ready for our Kickstarter.
Its a lot of work to do, especially as a brand-new studio.
Five Disco Elysium successors, Jeremy?
Right now, Roberts isnt sure how many the player will have.
We are looking into that.
I would really love to explore having multiple companions in the game.
It’s not something that we’ve tested or prototyped to see how it feels yet.
[…] We’ll just have to see if it makes sense for Hopetown.
We’re going to build something that is familiar to people.
Something that Roberts says will be unique is the psychogeography and journalism systems.
Roberts says that the team has a pretty good sense of how these will work right now.
TheKickstarteropened today and has been updated with more information on the game.
Something that both Roberts and Sobolewski say wont be used in the game is generative AI.
I think thats how many sensitive people are taking in and digesting art, he continues.
And since I used the word digesting, I can make a reference to food.
He goes into further detail about how he would personally use AI.
That’s true of what we put out already.
That will be true.
The Tone Of Hopetown
Disco Elysium isnt the only inspiration for Hopetown.
On a personal level, Roberts citesPlanescape Tormentas a game thats always left an impact on him.
The original Fallout is also listed as an inspiration.
It was never meant to be taken out as like, We’re debuting the writing for Hopetown.
But that image was more meant to show what a typical conversation could be in the game.
Here’s how our systems are going to work in the game.
We’re making something new with people that are new and people that are old.
I am feeling stressed out right now, if I had to be honest, Roberts admits.
I’m looking at the team [and] they are so talented.
They can really do something new, he wraps up.
The team consists of many people who loved Disco and who love CRPGs.
you’re free to’t make an extraordinary thing unless you’re the consumer of this product as well.
And I think this sums it up.
I look at the team, and I see so much talent and passion.
Properly led, it can end up with an astonishing and extraordinary thing.