

The trips are recounted in interactive text form, you meet people, decide how you want to act around them, sometimes aquire or lose an item or two in the process. You start from London, pack the suitcases and set a course towards Paris. In 80 Days, you play as Passepartout, accompanying your master Phileas Fogg on his journey around the steampunk alternate-Earth.

I would suggest 80 Days and Sunless Sea if you like narration driven games. but DE and Pyre both just straight-up bypass that whole part of my brain somehow. I'm the type of person who gets decision paralysis easy, and always find myself fighting the urge to reload saves and min/max for the best results. Your choices/actions and their outcomes (for good or bad) are just part of the narrative. There's no incentive to reload your save and retry an encounter, or go back and pick the "right" option. Whatever decisions you make, you just move ahead and live with it. The main similarity for me though is how both nail that sort of "fail forward" mentality. Both just drop you into this strange world without any real explanation, relying on you to get your bearings and start piecing the lore together from your exploration/interactions with other characters. They're wildly different from a gameplay/story perspective, but I feel it has a bit of overlap with DE in terms of game design. Maaaybe check out Supergiant's Pyre? I started it recently and it's got an interesting setting with some really good worldbuilding. I tried playing it a few times over the years and it never really clicked for me, but i gave it another shot after finishing Disco Elysium and finding myself in the same situation you're in. The exploration of the world, characters and dialogue is enough of a game already in my opinion (and just some of the dialogue trees can be tricky to navigate and have a bit of a "failure state" on their own). I also second playing Planescape on the easiest difficulty and possibly even cheating just to have it go past quicker. I felt my time wasted just by how slow the forced combat at the start of Tides was. I will also say that graphically, I find Planescape much more beautiful (in HD) and less clunky and slow (being so old it runs smooth and fast in the remaster - although I did experience one bad remaster related bug). Planescape hooks you fast, immediately at the start with an excellent beginning (excellent in narrative, theme and prose) and keeps you hooked throughout the game, which I've never experienced in any "game fiction" besides Disco Elysium. I found the dialogue in the spiritual successor overly verbose to no point (brevity is the soul of wit and all of that) and less well written overall to the point that I gave up on the game before I could even be bothered finishing it (less characterful writing less interesting themes, philosophy and characters less well realized world etc less engaging). I replayed Planescape just a few months ago so it is fresh on my mind. If you do try out Tides before Planescape I would not say it reflects the game well, which of course may be good or bad depending on which of the games you like and why. Compared to Planescape Torment, Tides was a massive disappointment, at least to me. The lack of combat is the only good part of Tides of Numenera in my opinion but the systems they replaced the combat "focus" with (not that Planescape was much focused with combat from the start) really annoyed me to the point that I still prefer Planescape "mechanically" and I hate the old D&D inspired combat of those CRPGs - including Planescape.
