In just a few hours of playtime, we very regularly found ourselves needlessly adjusting positions to fit what the title demands. If you are stood slightly to the side, the interaction won't take place. It's a very fiddly system where you need to line your character up perfectly with where the game wants you to stand in order to trigger the prompt. You then need to confirm that interaction by pressing X, except main character Harry only seems to follow your orders roughly half the time. The game uses the right thumbstick on the PS5 DualSense controller to highlight objects within every environment you can interact with. What we are playing feels like a buggy and unresponsive chore. But we're not playing that game on day one. It's frustrating because we can see some of the charm and quality seeping through the cracks that its PC userbase has talked up for the past year, to the point where we think what developer ZA/UM has in its hands will eventually be considered one of the PS5's best in its early years. The much anticipated isometric RPG has launched on Sony platforms with a number of minor issues, all of which add up to make a fairly unsatisfying experience. However, that is absolutely not the case at launch. Original article: It was stated that Disco Elysium: The Final Cut would support 60 frames-per-second on PlayStation 5. However, the fix does not address the clunky interaction prompts as well as the minor bugs and glitches. Following a quick bit of testing, we have found there to still be dips here and there, but they're not nearly as egregious following the update. Update: Since the publication of this article, Disco Elysium: The Final Cut has taken a small patch that fixes many of the frame rate issues detailed below.
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