The Genius of Disco Elysium's Portraits

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Disco Elysium’s character portraits are among  the most memorable in videogame history,   and there is a reason why they are so expressive. Take Kim here for example, and his contrast to the   portrait of Jean. Without going into any artsy  stuff or even looking at how the characters   themselves are drawn, we can look at the simplest  things like colors and geometry. Behind Kim,   there’s a white circle, not unlike the one we  see in Christian icons and other religions.   Maybe that’s why it’s so nice to have him  hanging on your wall, as a protector.   Besides the religious iconography,  the white circle protects his head   from the bullshit that our protagonist  throws at him on a daily basis. It’s a   protective bubble that lets him keep a cool head. All portraits depict not just the characters,   but Harry’s perspective on them. They reflect how  he perceives them. And after all, Kim is Harry’s   protector from the moment they met. A man who can  withstand even your most destructive tendencies   without breaking composure – a composure  that you find comfort in too. The soft,   circular shape is a cushion not only  for him, but for you too. It softens   your blows, for the benefit of both of you. Replace the white circle with a black rectangle   and you have Jean Vicquemare, the edgiest mofo  in town. “You stupid idiot, your even worse than   before. How is that even possible?” Your grumpy  and irony-poisoned colleague is repulsed by your   idiocy after having to endure the worst of you for  years. He doesn’t care if he hurts you. There’s no   attempt at softness to cushion any blows, and he  does cut deep. There’s edginess in the geometrical   and figurative way. He is also vocally depressed.  “If I wasn't clinically depressed, I'd burst out   laughing.” There’s a black shroud around his head,  and he is very upfront with it. In fact, it’s one   of the first things he tells you. And the portrait  is, after all, the way Harry perceives him.   All of this fits into a more general comparison  of their portraits too, where Jean features much   higher contrasts, a lack of warm colors, and  a prevalence of straight lines over curves.   Let’s look at some others. Idiot Doom Spiral, the local   alcoholic whose life fell apart, looks like he's  getting eaten alive by the background. His life   and portrait are slowly disintegrating. But even  though he’s all over the place, he still retains   a certain sharpness of the eyes, and around him,  the colors of a vivid imagination. He is still   a shrewd businessman and a colorful storyteller. His two alcoholic companions, Rosemary and Don’t   Call Abigail, are beyond that point. They look  like they are slowly bleeding into the world,   leaking into it through open  wounds; not unlike Victor who   is actually bleeding into the boardwalk. Often, the most elemental thing about these   portraits is the interaction between the person  and the background. It’s their relation to the   world around them. Some get eaten by it,  others radiate their own energy outwards.   Measurehead here for example is emanating  the authority of his cranial perfection   into the sky like an aura, or like  a steamy bald dude on a cold day.   He is also the only character  whose presence is felt even in   the background of another person’s portrait. The old Paledriver’s background is corroded   and distorted by the pale, just like her  past and her idea of the world she’s in.   Egghead receives light from the sky  like a divinely inspired artist, until,   in the updated portrait of The Final Cut, he  violently radiates that light into the world.   Pawnshop Roy is shrouded into the calm,  drug-induced yellow of his Pyrholidon.   Garry and The Pig, who both are pretty  bland themselves, are both colored by   their backgrounds that shine their light on  them. Fascist aesthetics on the one side,   brain damage inducing TV shows on the other.  Both outshine a diminished sense of self.   Joyce and Sileng, a trade empire representative  and a trader, both have the same blue background,   furrowed by a white net that spans the world  seas. Harry always meets Joyce in front her boat,   which in her case provides the white lines with  its masts, ropes and sails. It is itself a symbol   for international trade. “Point taken. I  am a bourgeois woman and this is my fast,   light, interminably bourgeois boat." All union members share the same   orang-ish red, the complementary  color to the ultraliberal’s blue.   Similar to Measurehead, the Smoker on the Balcony  emanates his charm into the night like a beacon,   or like the smoke of his cigarette. Harry is  captured by it even from way down in the yard.   There are more fringe cases too: The coalition warship’s signaller for example   is merely the bureaucratic mouth of a greater  power. She reads from a flowchart. Harry doesn’t   see her, and what he hears aren’t her words. The portrait of Ruud the mercenary is dominated   by a jitter that I think is Harry trembling  before what is basically an indestructible   killing machine. It’s one of the few portraits  that is just pure menacing violence and coldness.   Kras Mazov’s portrait in the sea fortress is  dusty and greyed out, just like the state of   his ideology in Revachol. The Light Bending Guy,   well… He bends light, I guess. Doloris Dei is an interesting case:   she seems to be made into statue with the same  material as her background. It makes sense,   since she is the personification of her  Weltgeist; the world around her, or,   in this case, behind her. But there is more to her  than just being the icon of an epoch that turned   out as much dominated by war and exploitation as  any other. Where the cold blue patina didn’t yet   cover her warm copper tones, she still seems to  be a real person, capable of love, and not just   a figurehead for the powers she represents. It’s  no wonder that her image serves as a stand-in for   Harry’s ex in his dream sequence. It’s about the  contrast of cold inapproachability and the remains   of love that Harry wishes to still see in her. Sylvie on the other hand, the Whirling-in-Rags   former bartender, has a rather boring portrait.  For Harry, she is not laden with any emotional   baggage. She fled from Harry’s conundrums in  an effort to preserve some residue of normalcy   and soundness of mind in the insanity  that is Martinaise. Or, as lead artist   Kaspar Tamsalu puts it in the game’s artbook: “Sylvie is presented as a simple person with a   simple life and a straightforward portrait,  deliberately boring in its professionalism   to reflect how our protagonist perceives her.  You have no access to the depth of her soul.”   Hmm but if that’s how it works, then what the  is up with HER?? *Scrolling* “Do real estate   agents even have a soul?” Huh. I guess not. In the same text, Kaspar mentions that the   character’s portraits were among the very first  things they made for the game. The portraits came   before even the writing. This means that they  don’t just illustrated a finished character,   but shape them, and affected how they behave  in the game. “You know I appreciate a joke   as much as every jolly fat guy” I  don’t know if an Evrart Claire who   didn’t look like this would have said that. Kaspar also wrote about how “The aggressively   hard edges that dominate the portraits for  very physical characters have been replaced   with softer, gentler, almost ephemeral brushwork  for others.” This is true for the skill portraits   as well as the characters. Compare the lines and  contours of Kortenaer with that of **** the World   and Piss******, the punks who are all talk and  give in after the tiniest bit of pressure.   When we look at Harry’s archetype portraits, we  see the same principles at work that we looked   at before. Again, it’s in how the character  interacts what’s outside of their outline   that we see their relation to their world. Harry the Thinker analyses his environment,   channels it through a cool head and produces  a vortex of ideas like a cloud. The ray of   light rising from his RCM plaque and mixing  with his thoughts might mean that this Harry,   more than the others, is guided by his role  as a detective, and is provided with a lot   of classic detective skills. In contrast to  the next archetype however, this Harry is   in a kind of capsule or dome, with his head in  the clouds, secluded from the more unfiltered,   immediate impressions of his environment,  connected to it only in intellectual heights.   Sensitive Harry is the opposite of that. He  is sensitive to the world around him. The   purple traces in the background aren’t emanating  from him like in the case of the Thinker Harry,   but belong to the world he’s in. They surround  him. Harry receives these fleeting signals of   people and things around him like a medium, and  lets them flow through him. “As a detective, he’s   like a magnetic reader on the world tape.” Unlike  the Thinker Harry, this one is less analytical   and is instead portrayed as someone who lets  the unfiltered world flash through his mind.   Physical Harry is the opposite of the leaned back,  receiving nature of the sensitive one. He drives   himself into the world like a chisel. The game  says that he “interacts with the world through his   body” and the portrait makes that more than clear.  Here we have aggressive, hard brushstrokes that   radiate from his entire body. When you compare  it to the Thinker Harry, this one has no barrier   between himself and the outside world. Quite the  opposite: the outlines become smudgy. While the   thinker Harry slowly and deliberately accumulates  his energy over his head, this one radiates it   from his entire body as uncontrolled, fiery rays  of light, like a coked up super saiyan detective. And again, this is not an exhausting analysis or  something, it’s still just me looking at how the   characters in the portraits interact with what is  outside of their outlines. It’s still just about   what’s going on between foreground and background,  the person and their world. We didn’t even talk   about body language or expressions, and I rarely  even mentioned the abstract, experimental color   choices or the character designs themselves. Also, I’m not an expert for visual art at all.   But there was something that Kaspar wrote  in the Disco Elysium Artbook that made me   laugh. He writes about how “A good  portion of art-making is accidental,   but the artist still needs to claim the credit.  It’s about positioning yourself in a way that   you can claim credit for as many seemingly  accidental revelations as possible.” For example,   this light blue shimmer on Kim’s forehead found  its way there simply because Rostov thought it   would look nice as a contrast to his overall  warm theme. In the finished portrait however,   it ended up being a characterization: Kim is  keeping a cool head and calculating mind to   counteract his more hot-headed colleague. It’s  the artist’s role to synthesize all of these   little revelations into a meaningful whole. And  maybe that’s true for my perspective too. A lot of   what I’m able to observe in art might not have  a meaning deliberately put into it, but I have   to interpret it in a way that presupposes intent.  Because that’s when things start making sense and   that’s when you can suddenly put your impression  into words. It’s like a secret arrangement between   artists and commentators; a game where I hold up  my end of the bargain by translating my impression   into concepts, principles, and meaning that wasn’t  necessarily put into it. That doesn’t necessarily   mean I’m wrong, just that the hermeneutic  circle remains incomplete; and that’s okay.   Because in reality, art is neither  anarchy of meaning nor a coherent   signifying system. I found this ambivalence to  be particularly evident in Disco Elysium’s art,   and it has to do with where it came from.  Alexander Rostov, Disco Elysium’s Art Director,   who painted the portraits, traces the origin  of his art style back to his childhood:   “I grew up in the post-apocalypse. Amid the  ruins of the Soviet Union, a newly born land   of arms deals, rapid financialization, and  cowboy capitalists killing one another in   the public squares. In these interesting  circumstances, the traditions of figurative   art were, to put it lightly, interrupted. The neoliberal Zeitgeist which emerged from   the ashes of the Great Project had little  appetite for the frivolities of painting.   In its place, an aggressive conceptual art was  taking the soap-in-sock to all other forms with   what appeared to be vengeance. Nothing short of  a complete reset of all truth and institutions   of art. In painting, little else remained besides  serious abstracts for bank lobbies, financed by   the banks, abstract and serious themselves. Suffice to say, post-apocalyptic conditions   were hardly ideal for the study of art, and in  isolation, one develops an uneven skillset.”   Much like the game itself, Rostov’s art developed  against the odds. He grew up as an artistic   autodidact, drawing in sketchbooks that his father  bound for him because the stores didn’t have any.   He found his first artistic role model in the  concept artist Craig Mullins, one of the first   visual artists to work with digital tools. “His work was my first serious exposure to   expressive brushwork and what you might loosely  call impressionist or expressionist painting   and it completely blew my mind. The image seems  to come together without much hassle. In truth,   of course, his loose brushwork and  seemingly effortless manner actually   take a lot of effort. There’s an intuitive  understanding of how much needs to be   depicted to trick you into seeing something  that’s not entirely there. It is painterly   anarchy on top of rigid and true fundamentals.” Mullin’s influence combined with an artistic   skillset that Rostov himself says was still  crude in many ways resulted in what we call   the art style of Disco Elysium. “The autodidact, Rostov writes,   must find a way to cover for their shortcomings  and put forth their strengths. For example,   one technique that arose from these conditions  is the use of abstract flashes of color,   splats of paint, and aggressive use of edge  hierarchies which are necessary to make up for   shortcomings and impatience in composition.  It’s a bit like constructing a house on a   shabby foundation and propping it up with flashy  scaffolding when it threatens to tumble over. I   do not recommend this approach – after a while,  you start building tilted houses on purpose.   Truthfully, though, it is fortunate  that my natural proclivities for   expressive work fed so well into the  subjective nature of Disco Elysium.”   It’s this experimental style of well-maintained  chaos that gave us the game’s trademark contrast   of grey poverty ridden harbor townscape  aesthetics on the one hand, and colorful,   aggressive flashiness that wants to  break out of it one the other. I think   that’s the visual equivalent to the same  contrast we find in the game’s writing,   setting and lore. Without its more fantastic  excesses, it would be depressing instead of   visionary. “Sounds like turgid bourgeois  social realism”. It’s what elevates Disco   Elysium from being stuck between post- and  pre-apocalypse into an imaginative piece of art.   “I hope, Rostov writes, that Disco Elysium  reflects not on the collapse of something,   but instead on the tendencies of an incoming new  age of more bold and eccentric works of art.”
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Channel: Jamrock Hobo
Views: 239,403
Rating: undefined out of 5
Keywords: Disco Elysium, Art, funny, design, videoessay, essay, Jacob Geller
Id: Wpp54B3RuyQ
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Length: 15min 1sec (901 seconds)
Published: Thu Feb 08 2024
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