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ESOTERIC EBB

  • Writer: Hubert Spala
    Hubert Spala
  • 1 day ago
  • 9 min read

Years ago, a miracle occurred. A game landed in my lap, and it shifted my perspective on things. It was, it is, art. In the purest sense of the word - a piece, crafted by humans, to shake your mind. To elicit feelings. To sink claws into your chest and squeeze your heart. Yes, of course I am talking about DISCO ELYSIUM. I understand why some might dislike it. I can see why to some it might barely be a game, even. It is a bit of a grand task to go through. Meandering, talkative, moralizing, mocking, tedious. But in the sea of words that constitute this great work, there are ideas to ponder. Notions to mull over. Concepts to spark the mind. It's, well... great.


And so, like any potent miracle, it left me a bit empty. A tiny cold core in my being that yearned for more. It reminded me a little of my journey with meditation. It's a fun practice! Simple, neat, helps soothe the mind. But it's also deceptively hard in how... easy it is. There was one session I will remember forever, one sit down that somehow aligned everything so well in my being that I felt... at utter peace. It was such a high, I chased it ever since, and of course because I chase it, I can never attain it again. Talk about a catch twenty-two! And so, it was with DISCO - I yearned for a game like it, for more! Another shot up the veins...


It took time, of course, for any developer to even try their hand at such a titanic challenge. But we have them now, and since Rogue-like pioneered the uninspired way of naming new genres, alongside with Souls-like further feeding that nonsense... We are getting DISCO-likes. I think it's hard to even define it, because it can be about... anything? It's more a framework. A game of dialogues and monologues. A vast worldbuilding to sink into. A complex, complicated character to infuse with our choices - a system to talk with your psyche may be optional, but likely heavily expected. There were attempts. More are coming. None seemed to manage to catch the lightning in the jar once again.


That golden sheen of an early morning in the great city of Norvik. Ignore the exploded tea-shop, it harshens the vibes.
That golden sheen of an early morning in the great city of Norvik. Ignore the exploded tea-shop, it harshens the vibes.

Until ESOTERIC EBB arrived at the scene.


I am pulsing with newfound literary vehemence. Yeah, I am sorry, this will be a rambling review because I just finished my second run-through of the story of ESOTERIC EBB. And it was sublime. I felt things. Deep in my gut, which now also will look at apples with newfound respect. Anyway, let's talk about the game.


ESOTERIC EBB is a... D&D adventure. A solo campaign guided by a witty Game Master, who is more than happy to see you bumble your way through most encounters. Who has enough foresight to transform your fumbles into opportunities. Who accepts your foibles and is more than happy to indulge them. I am not gonna steal someone else's comment, so I will say that I saw it on Steam reviews, and it nailed it - BALDUR'S GATE 3 might have been the most competently made transcription of the D&D ruleset into a game. But ESOTERIC EBB is the one that absolutely nails the VIBE of playing it. The hilarity. The temples-rubbing, sighs-inducing, groan-eliciting ideas that you might place in front of your game master. It's funny. It's zany. It's all out of whack on more than one occasion.


For you see, you're a Cleric. And in the great city of Norvik, that means you play a role of, well... kinda-sorta magic cop. You uphold the law, banish undead creatures and make sure that the pesky esoteric bullshit is all nicely wrapped under your city control. The problem is, you took quite a nasty tumble at the very beginning of your adventure, and it shook a bolt or two in your cranium. You're mostly whole, but your mind is a bit... loosey-goosey on what's what. Not exactly amnesiac, no. But open. To introspection and extraspection! And there's a tea shop that exploded. And elections - first ever! - in five days. And your lords and masters pull on your leash to solve it all nice and neat and - if possible - a bit on the hush side.


Character creation is crucial part of the adventure and each stat has rich explanation of what it means for you, in-game. It's funny as heck, too.
Character creation is crucial part of the adventure and each stat has rich explanation of what it means for you, in-game. It's funny as heck, too.

This is where the magic starts. The game has a tight adventure woven into its structure, but otherwise, it is more than happy to let you go wild. Damn, if you want to be a little miscreant, you might even never set a foot in the damn Tea Shop and still attempt to solve the mystery behind it. Nobody gonna tell YOU – The Cleric! – what to do, and that’s that. To guide you on your journey you have your six governing attributes. Strength, Wisdom, Intelligence, Constitution, Dexterity and Charisma. They are a talkative lot, and each is a facete of your personality. You might think you have an idea what they will be based on their naming, but I am happy to report they are never flat or simple.


Strength might be a nationalist at heart, but it is not merely a fascist-in-the-making, eager to bash skull unga-bunga style and spew human superiority. No, it is deeply honourable, eager to die for friends, to sacrifice itself for a greater cause. Intelligence might be your key to unlock the world around you, but it is also a conniving bastard with a hugely developed self-centred position. Dexterity is a freedom loving opportunist, Charisma is a sleazy sociopath while Wisdom is your bleeding, hippie heart that sobs for the world around you. And then, there’s Constitution – pure Id, a creature, manifestation of your flesh. Apple loving beast that wants to jump in holes and talk to walls. It’s wild out there in your noggin.


To further help you develop yourself, the game introduces two fun systems. First, a genius one that I would love to see in every game of this genre moving forward – Feats. After you complete a bigger quest you can stop, take a gander at your mental inventory and discuss with yourself what this meant for you, specifically. Did you learn something new about yourself and world around you? Figured something out on a deeper level? Let your characteristic duke it out with you in a debate and afterwards pick a bonus to further empower your adventure, often in a rather hilarious fashion. Like getting a colossal stat boost, but only on election day – viva la democracy!


A handsome bucket make sure you radiate authority. Also makes people comment about how you see with it on your noggin. Fools. Obviously you're guided by sheer faith!
A handsome bucket make sure you radiate authority. Also makes people comment about how you see with it on your noggin. Fools. Obviously you're guided by sheer faith!

And then, there are classes. Yes, you’re a cleric. THE cleric, even. But it doesn’t mean you cannot, ah, multiclass thanks to the power of delusions! Those do not really offer much, other than your own sense of identity and a possibility to mention your self-ascribed class in nigh every conversation like a neophyte lunatic eager to make sure everyone knows that you are, in fact, a dashing rogue. Or evil necromancer.


And because the game is set on D&D rules, you have magic. Spells that you can use in variety of situations that can help you, big time, not only in few combat encounters, but et large when exploring the strange world. You’d be shocked how often a humble Grease can help you out. Or your trusty Light, following you around to dispel the darkness of crypts and corridors. Or Speaking with Animals, to have a nice chat with a crab about the benefits of voting agrarian. Or speaking to plants, so you can learn that an old tree is a rather eager pervert. Stuff can happen left and right, if you have the curiosity to find it.


ESOTERIC EBB would be just a good game thanks to its systems… but what elevates it, in my eyes, to the status of must-play masterpiece is the craft behind its world. Jor’s Realm is whack. The history is rich, well woven and intricate. The world made of layers, rings and pillars to join them together is crazy fun. Its inhabitants, quite aware of the gamified bullhonky, make it a part of their day-to-day existence. For example, alignment. Everyone’s aware of it, on some level, but it doesn’t stop Devils from having a good job and respected place in society. Just because you’re a bad guy doesn’t mean you’re a Bad Guy kind of vibe. Then comes the characters…


Snell. Your gobro. Snagglepal. A true gob-bud to gremlin around with.
Snell. Your gobro. Snagglepal. A true gob-bud to gremlin around with.

And gods, do I love’em. Snell, your erstwhile goblin companion has depths, generational trauma and liking to finery. He is the straight man to endure your shenanigans. An exasperated voice of reason. One who will tug on your tunic to hold you back from doing something truly, titanically stupid. You can become his best bud; you can be a barely tolerated moron. Nothing is forced here; it is up to you how this bond will shape up. Then there’s Ettir, the Angel. Cold and terrifying, otherworldly and bizarre. She struggles in the mortal world, carrying a heavy burden you might discover, if you play your cards right. And the supporting cast is a delight too! Wine loving Sphinx, mystical ancient Snail wizard, dread-inducing goblin chieftain, mysterious mortician, corrupt politicians, proud dwarf revolutionaries… They are all well crafted personas with a lot to say and living personalities that make them each unique. And then there’s Mr Toilet Worm… I don’t want to spoil anything, but they were the best execution of this particular concept I’ve seen in years. Stellar stuff.


What makes a story driven game good is a question that’s always on my mind when reviewing a game like this. Sure, well written characters. Great overall plot, of course, that’s a given. A mystery worth solving. Twists and turns that keep you on the edge of your seat. Thickening of the plot that turn it from a thin soup to a thick sauce. But for me the important thing would be the feeling that everything happening there is real. Sure, the world might be magic with dragons, fireballs and imps, but the realism lies in the conversations. Reactions. Possibilities. They should never feel forced, never cast a shadow of a hand that writes them. This game does it so well it deserves a medal. It all feels so… natural. Organic. Flowing with the wild unpredictable pacing that is just crazy enough to feel real.


And then, there is in my eyes the main achievement of ESOTERIC EBB. You. The Cleric. It is an extreme task to create a character that is, at the same time, a relatively open canvas you can shape in a direction of your liking… While still being, well, a character proper. With a name, and a past, and relatives and relationships. A living entity with experiences that you can still shape under your influence. In here, this is mastered to a degree I never seen before. Ragn feels like a perfect canvas. Defined, firm, and yet blank enough for you to paint your mark upon.


Map of Quests also acts as your notebook of introspection - letting you grow with the story, with a clever system of Feats.
Map of Quests also acts as your notebook of introspection - letting you grow with the story, with a clever system of Feats.

Be an unyielding nationalist with heart of gold? Sure. A canny thief with slick charm? No problem. An egocentric racist asshole? Gotcha. Aloof, smart, moronic, strong-willed, pathetic, bold… You can be any of these and more, and the game not only allows it, but encourages your explorations of self.  And the best part? The game knows this freedom well and makes sures all the problems, challenges and encounters in it can be solved in multiple ways, fitting any possible playstyle and character. You should never feel blocked by your decisions and direction. There’s always a solution at hand, and often it might be much funnier than the straightforward one at hand.


And I would be remiss not to mention how awesome the game looks and feels to play. Art style is vibrant, colourful and alive. The game is relatively small in scope when it comes to areas you play in, but they are all well-crafted, interconnected in interesting ways and breathing with their own life. And then, the music! Damn the music, to this day I have a few songs from the soundtrack on my playlist, listening to them with delight. It plays perfectly, in some moment so strongly emphasizing the mood its pure magic of the highest level. The wonder of discovery, the fear of something terrible, the high energy of a resolution. It’s just that good.


ESOTERIC EBB is a masterpiece in my opinion. Sure, it might be a bit of a bold claim, a slight nudge on the scale upwards because, ultimately, it is a derivative piece of work. Systems borrowed from DISCO ELYSIUM, obviously. Political commentary that can be both satirical and in-depth yet also churned out before in plenty of pieces of media. D&D? I mean, come on, we had like endless number of fantasy settings with such ruleset. And yet, being derivative doesn’t mean you cannot chisel out something magical out of it – something new, fresh, fun, clever and engaging on a deeper level. I had a magical time with this game; it sucked me into its realm and story completely. Literally couldn’t put it down for 3 days, playing it religiously until I completed two full runs. That is telling something, and what it tells me is damn – this is a superb game.



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