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Unfair Dismissal cases dropped

[Update: In comments to Eurogamer, former ZA/UM employees ?Robert Kurvitz and Sander Taal have brashly disputed the contents of the statements released by ZA/UM CEO Ilmar Kompus.

"The press release quotes Kender admitting that he has filed a 'misguided' lawsuit against ZA/UM in late 2022. We disagree," reads the duo's response. "Kender's lawsuit was based on the misuse of ZA/UM’s funds (�.8m) by?? the majority shareholders Kompus and Haavel to increase their own stake in the company. In the press release, Kompus and Haavel admit to this misuse, arguing only that the money has been "paid back to ZA/UM".

"Paying back stolen money,?? however??, does not undo the crime; here, it does not undo the majority that Kompus and Haavel have illegally gained in ZA/UM [...] Kompus and Haavel silenced Kender on this matter, but they will not silence us. Unlike Kender, we have not participated in the looting of ZA/UM, and Kompus and Haavel have no power over us."

Original Article

Disco Elysium developer Studio ZA/UM has, to various effect, resolved numerous lawsuits filed against it within the past year. These include a case with the game's executive producer, Kaur Kender, as well as several Unfair Dismissal suits filed by several key members of the studio, who left the team in fall 2022.

The Kaur Kender lawsuit saw the former ZA/UM producer sue the studio's majority shareholding company TĂĽtreke, claiming that ZA/UM CEO Ilmar Kompus had essentially "cheated" him out of â‚? million, while also trying to illegally wrest control of the studio away from the founding members of the team. However, the case will no longer be progressing, as per a statement from Kompus offered to GamesIndustry.biz.

"The facts and the law led to this outcome," Kompus writes. "We are?? pleased that Kender and his attorneys have chosen to withdraw their lawsuit �one that should never have been filed in the first place. Their decision affirms there was no basis for their accusations and that I have acted appropriately and respo?nsibly, as underscored by the corporate records I provided."

A press statement from the studio also include??s comments from Kender, who has now "divested all his shares in the studio" and "repaid all his debts to the studio", as?? well as reimbursing Kompus' legal costs.

"After leaving my full-time role, I fil?ed a lawsuit which I realised, after seeing the facts, was misguided." said Kender in the press ??statement.

?//www.youtube.com/watch?v=nk_K5DM0UTk&??ab_channel=GameSpot

The unfair dismissal suits were filed following the revelation that Disco Elysium designer Robert Kurvitz, writer Helen Hindpere, and art director Aleksander Rostov we??re no longer at the studio, having been?? "involuntary" pushed out of the company by its owners. While initially offering a more diplomatic statement, Kompus and business partner Tõnis Haavel would eventually allege that the departing members had been "creating a toxic environment", and "belittling co-workers", with the party also accused of "intending to steal the IP".

Studio ZA/UM now says that Kurvits and Rostov have dropped their respective suits, with the studio claiming a lack of evidence prevented the cases from progressing. The studio notes that it expects further?? accusations and cases to be brought forward by former employees, and it expects these cases to meet similar fates. In addition, Studio ZA/UM has received a â‚?.8 million payment from its owner??, TĂĽtreke.

"As this transaction shows, open discussions are the best way to clear up misunderstandin??gs and differences, especially when it's for the benefit of the team," writes Kompus. "We've approached this with the collective interest of ZA/UM and our incredible team in mind, and we are glad to have reached a full resolution."

ZA/UM resol??ves legal dispute with Disco Elysium produ?cer Kaur Kender [GamesIndustry.biz]

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ZA/UM confirms key figure departures

Several key members of ZA/UM, the studio behind the esoteric and critically acclaimed RPG Disco Elysium, have announced that they have left the studio and will not be c?ommitting further work towa??rd the award-winning game's upcoming sequel.

In a candid post on Medium, titled "The Dissolution of the ZA/UM Cultural Asso??ciation", Disco Elysium editor Martin Luiga succinctly noted that writer and designer Robert Kurvitz, co-writer Helen Hindpere, and lead artist Aleksander Rostov were all no longer at ZA/UM. The post notes that the trio left the company in an "involuntary" fashion. Rostov later confirmed the departure on their own Twitter. Luiga notes that this motion could cause a delay in the sequel's r?elease, subtly pointing at studio investors as potentially being the catalyst for these events.

The news immediately set the gossip wheels in motion, with many fans upset that such core members of the Disco Elysium experience would not be around to serve further on the anticipated follow-up, with a note of anger as to the possibility that the trio had been ruthlessly pushed from the company. This aggressive reaction triggered pushback from some re?maining ZA/UM employees, who understandably felt that their own contributions counted for little in the eyes of the players.

//www.youtube.com/watch?v=UWWA1jnI5N4

This morning, ZA/UM released an of??ficial statement, which avoids the controversy and, reading between the lines, confirms the departure of Rostov, Kurvitz, and Hindpere, whilst also expressing confidence in the studio's remaining team members.

"Like any video game, the development of Disco Elysium was and still is a collective effort, with every team member's contribution essential and v??alued as part of a greater whole," wrote ZA/UM. "At this time, we have no further comment to ma?ke other than the ZA/UM creative team's focus remains on the development of our next project, and we are excited to share more news on this with you all soon."

While it is a fair comment to suggest that Disco Elysium is more than the work of just three individuals, it is all fair to say that the idiosyncratic nature, fantastic writing, and completely compelling and unique art style is what made the RPG such a "year's best" release. Does talent remain at ZA/UM? Of course it does, and likely in abundance, but has the key "identity" of Disco Elysium been lost?

This question will, very likely, be answered ??in time, one way or another.

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Disco Elysium's newest update makes the game more accessible

Disco Elysium is one of my favorite games of all time. I love recommending it to anyone who will listen, but something I forget is just how text-heavy that game is. I'm an avid reader, but for others, the game's script, which clocks in at over a million words, can be pretty intimidating. The good news is, though, that the developers at ZA/UM are well aware of this fact, and have made a bunch of great changes since the game has come out to help make the game accessible to as wide of an audience as possible. Disco Elysium: The Final Cut introduced a fully-voiced experience, but the newest addition is yesterday's free upd?ate that added dyslexia-friendly fonts.

The font used for most languages is called OpenDyslexic, which was designed to mitigate common reading mistakes that those with dyslexia can make. The great thing is that the font's creators made it open source, so ??that anyone can use it if needed.

In Disco Elysium specificall?y, OpenDyslexic i?s used for the English, French, German, Spanish, Portuguese-Brazilian, and Polish versions of the game. Other languages have also been accounted for �the Korean version uses a font called Nanum Square Round, while the Russian version uses Adys.

ZA/UM also stated tha??t t?hey're still investigating options for both traditional and simplified Chinese.

The devs shared their thoughts in Steam blog post that announced the update: "It’s important, especially for a game with over a? million words, that we continue to make improvements to en??sure everyone can have the best user experience during their time in Revachol."

It's great to see yet another studio taking down as many barriers to entry as they can -- it feels like the games space i?s only becoming a more thoughtful and considerate space (for t??he most part).

The dyslexia-friendly font update is available to download now, wherever you can play Disco Elysium.

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It's Jamais Vu all over again

If you're jumping into Disco Elysium today, you might find something new waiting for you. Studio ZA/UM has announced the "Jamais Vu" update for Disco Elysium, which seems to add some mysterious new content.

The developer discusses it in a new Steam blog, which has a few cryptic hints towards what's been added. Disco Elysium is, after all, a detective story. Walking the players right to the new content might not fit with the whole vibe. So instead, ZA/UM has some helpful hints for finding the right threads to pull in the Disco Elysium update:

  • Perhaps it's worth stopping a while to admire the scenery
  • The cold coastal waters are known to wash up the lost
  • Knock, knock, lieutenant

There's also an image with some helpful hints to jog your detective brain. It has been a while for some of us, after all. It's not easy b?eing the best-worst investigator on the force.

Disco Elysium Jamais Vu update

And if you're new to the mysteries of Disco Elysium, well, it's also on sale as part of the Steam holiday sale. Disco Elysium: The Final Cut is slashed down to just $17.99. And also, ZA/UM has teamed up with Remedy Entertainment and publisher 505 Games to make a special Control x Disco Elysium bundle for the sale, too. That's two very good games for a very good price.

Disco Elysium is still a game I think about, regularly. Whether for its beautiful world, the way it turns your inner cacophony of thoughts and ideas into a role-playing system, or just that trumpet ringing out over the water as you walk outside, it lingers. It's still easily one of the most compelling role-playing game experiences you can find on a PC, and a small sense of Jamais Vu might be a good enough reason to go back. I've yet to play a hig??h?-action muscle cop playthrough.

The post Disco Elysium: The Final Cut receives ???a mysterious new update appeared first on Destructoid.

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The physical version will go up in November

Xbox owners who have been patiently waiting to be the absolute worst disaster of a detective possible will soon get their chance. Disco Elysium: The Final Cut is coming to Xbox in O??ctober, and a physical version is followi?ng soon after.

Developer ZA/UM confirmed on Twitter today that The Final Cut will digitally launch for Xbox on Oct. 12. The physical edition, meanwhile, will arrive on Nov. 9. Pre-orders for the Collector's Edition on Xbox, as well as PlayStation 5 and Nintendo Switch, are live over at iam8bit too.

??//twitter.com/discoelysium/??status/1442519733673226241

The surreal murder-mystery has been working its way onto various platforms since its launch back in 2019. ZA/UM recently confirmed The Final Cut is coming to Switch on the same date as Xbox, on Oct. 12. Earlier this year, Disco Elysium also made its way onto PlayStation.

Disco Elysium: The Final Cut includes the main game, as well as some additional content including fully voiced dialogue and some brand new quests. And that's all good, because it basically makes an already good game that much better.

Disco Elysium remains one of the highlights of 2019, and one of my favorite RPGs in recent memory, possibly ever. It's a brilliant story about a man who just can't seem to get life right, and how he tries to either put it all back together or let it all fall to pieces. And as nice as the redemption story can be, watching things fall apart because of a bad roll is also pretty fun. If you haven't yet checked out Disco Elysium? and you've got ??an Xbox, I'd recommend you mark the date.

Disco Elysium: The Final Cut hits Xbox consoles on October 12, 2021.

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Pre-orders now live at iam8bit and other retailers

One of the most highly acclaimed releases of recent years, ZA/UM's Disco Elysium, is preparing to make its grimy presence felt once again, as the physical edition of Disco Elysium: The Final Cut comes crawlin' to PS4 November 9.

//www.youtube.com/watch?v=l5vyZ04MNrQ

Originally launched on PC back in 2019, Disco Elysium is the down-and-dirty tale of a brilliant but world-worn detective, attempting to solve a murder mystery with a sleazy and dangerous dystopian future. The game was highly praised by critics and fans for its decadent art style, excellent writing, and ruthless approach to storytelling. Disco Elysium would go on to bag numerous end-of-year awards, with the expanded "Final Cut" edition arriving in March of this year.

The contents of the collector's edition for Disco Elysium: The Final Cut

Boutique publisher iam8bit will release a standard boxed edition of the noir RPG for around $40 USD, which includes a poster, digital art book, and a free upgrade to the PS5 edition. In related news, the premium PS5 Collector's Edition is now available to pre-order on the iam8bit store. This princely set includes a physical PS5 copy of Disco Elysium in exclusive packaging, a hardback 190-page artbook, slickly designed "Layers of the Id" ??packaging, and �the set's centerpiece �a hand-painted "Mind Totem" vinyl sculpture. The Ps5 Collector's Edition will run die-hard fans a princely $250.

Disco Elysium: The Final Cut is available now on PlayStation, PC, and Stadia. Xbox and ??Switch ed?itions are also in the works.

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Failure isn't (always) the end


[Narrated by Dan Vincent]

Disco Elysium opens with you on the floor. Your character, whoever ??they are or whatever might be left of them, is face-down in a nondescript hotel room. You are surfacing, breaching the plane between the void and the living only to find yourself harboring the grand-daddy of all hangovers.

This is the introduction to the character you'll inhabit through Disco Elysium. They are many things, and can become even more: calculating, feeling, thinking, judgin?g, determined, or remorseful. But in this moment, you are at a low, possibly the lowest of low.

Moments later, you can die trying to get your tie off the ceiling fan. The headline reads "Cop Suffers Final Heart Attack," and boy, does the word "Final" do a lot of? work.

Some people might be picking up Disco Elysium for the first time right now, as it just received its Final Cut update and made its way to consoles?. To some, that moment might be pretty frustrating—to go through the entire character creation process, only to die of a heart attack while trying to recover a piece of clothing. But I'm here to tell you: embrace those moments.

There are a lot of ways you can die in Disco Elysium. Very few of them are noble or dignified. You can die kicking a mailbox, by getting into a fight you have no business? starting, or even just suffer i??ntense mental damage from seeing your own face in the mirror.

Disco Elysium's moments of failure aren't all terminal, either. Right at the beginning, if you've managed to weather the gauntlet of waking up and getting some clothes on, you can gather your composure and step outside, only to be face-to-face with a beautiful woman. With intense, pot?entially unearned confidence, you could attempt to flirt with her. And the words that spill out can be the eloquent "I want to have fuck with you."

In other games, failure can feel really bad. Getting that big, all-caps FAILED marker means a piece of content might have just been locked off. Disco Elysium is okay with failure, though. It's written to embrace ?failure. And you really should do the s?ame.

Take the flirting example: after your detective has mustered the will ??to speak and still failed, the woman—Klaasje—laughs. She even asks you to say it again. It's a humanizing moment that can even lead your character down the path of defining themselves, as someone remorseful and always saying things they regret.

In this moment, you've learned more about one of Disco Elysium's key characters, while also potentially establishing an identity fo??r your own character. After all, your cop has just come up for air from a cataclysmic bender; maybe they are apologetic for all their misguided decisions, or at least they should be. Those thoughts can fester until, eventually, y?ou are the Sorry Cop.

This route opens up through failure, and can continue to inform dialogue throughout the game, because that's the kind of story Disco Elysium weaves. Failure can be ??a game over state, potentially, but trying to play in some kind of "perfect" way me?ans you can miss a lot of this world.

The failures feed into shaping your narrative, because let's face it, your cop is not Sherlock Holmes. With enough points, they might be able to muster the Visual Calculus and Logic to imagine crime scenes in real-??time, to discern boot size from prints in the mud and then calculate the number of people present when a murder occurred. Oh that's right, a murder happened—ostensibly, your character is in the district of Martinaise to figure out why there's a body hanging in the yard behind the hotel.

Yet often, you can fail to complete a task a theoretically good inspector might be ab?le to. It's a struggle to even move the body, a task that becomes the crux of the early game. Every attempt can result in your character simply heaving over, unable to stomach the task. Your failures aren't just fatal mailboxes and word fumbles, but as you lea??rn, your character has been in Martinaise for some time. Your ever-present companion, Lt. Kim Kitsuragi, is here not just to help you, but to ensure the task at hand is finished, because it's likely that you're not up for the job anymore.

It might feel bad to fail a check and watch the health meter trickle down, or simply face humiliation. It might lose you some crucial early-game cash, or it might just make the path forward a little more difficult. But if you're playing Disco Elysium for the first time, I can??'t stress this enough: e??mbrace those moments.

Failings can end up defining your cop, and you by extension, and makes your playthrough feel more like your own. Losing one option makes the next opportunity to progress all the more dire—I didn't like that I had to literally beg the corporate negotiator Joyce for money just to have a bed for one ?more night, but I had to, because there was no source of income left. In a brief moment, I had to set my morals aside just to stay warm one more night, because I had so catastrophically failed during the day, and so many times before that.

I?t's not just your character, either; many of the people in Martinaise have their own shortcomings. They might struggle to understand one another, or be beholden to their old lives to a fault, or simply be bad people. One of my favorite moments sees Kim Kitsuragi, a shining glimmer of a human being, say something incorrect during a brainstorming session and instantly realize it. As you see this internalized realization and correction, clashing against the anxiety of admitting the error aloud and committing it to record, you can allow him that moment to reflect and correct.

It is a small miscalculation with no critical narrative consequences, but it is a small kindness you can grant, as someone whose mistakes run much deeper than a simple inaccuracy. As the guy Kim is currently trying to drag out of the abyss, it's the least you ?can do.

Disco Elysium is molded by those failings, and so I seriously urge you to embrace them. I'm as guilty of save-scumming as the next guy, but the writing of Disco Elysium feels like it rewards those who aren't afraid to fail. Every lost check adds more to your character as much as it takes away, and it makes their own plight feel like your own. Sure, yes, you died tr??ying to get a tie off a ceiling fan, but you—the player—were also the one urging your character to keep trying.

Failure can end up creating some of the most memorable moments in your time with Disco Elysium. It might mean you end up playing the sorriest e??xcuse for a detective to ever wash up in Martinaise, but at least that's rarely a boring person to be.

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