Zero Parades: For Dead Spies Review – Cascading Choices
Following up a game as lauded as Disco Elysium would be an unenviable task for any developer, but especially one as fractured as ZA/UM. With many of the key creative minds behind the detective RPG separated from the studio following an ugly, and very public, legal dispute, it's up to those left behind to pick up the pieces. That's a lot of baggage to carry going into a brand-new, albeit familiar, game, so it's not surprising how ZA/UM has tried to distance itself from too many comparisons with its previous hit. As a spy thriller, Zero Parades: For Dead Spies largely strikes a different tone than Disco Elysium. Aspects of it are still inescapably familiar, however, and it's this looming shadow–and sense of imitation–that prevents it from matching the same highs as its spiritual predecessor. Yet there are also enough fresh ideas for it to stand on its own two feet, even if its footing is slightly uneven and less creatively distinct. Zero Parades' opening does little to quell the comparisons as you wake up on the floor of a small, dirty apartment. Hershel Wilk, codename Cascade, is here on an espionage mission. That's as much as both you and she know. The groggy spy was supposed to get more details from her mission partner, codenamed Pseudopod, but he's permanently indisposed–you find him unresponsive and sitting in a chair in his underwear, overlooking the city of Portofiro through the apartment's grimy first-floor windows. Rummaging through his pockets reveals an invoice for socks and a business card that simply reads, "All you need is a miracle." Figure out the rest on your own, agent. From here, Zero Parades follows the Disco Elysium blueprint incredibly closely. It's another high-concept, combatless, and verbose RPG, played from an isometric perspective with an emphasis on dialogue choices and skill checks. Like its forebear, it also lives and dies on the strengths of its narrative and loquacious writing. In this regard, it makes a good first impression and carries it through to the end–albeit with a few notable caveats. Your skills, for instance, form different parts of your mind and will regularly comment on your dialogue choices and the world around you, sometimes providing you with helpful pointers, interesting observations, or quirky remarks. Unlike in Disco Elysium, however, they don't feel like defined characters of their own and are largely interchangeable. This is partly due to the game's writing failing to distinguish among the different parts of Hershel's psyche, but also because they all share a similar voice. I'm convinced Boo Miller's raspy performance as Hershel and her skills will be divisive, but her vocal-fry-infused delivery eventually grew on me. The issue is that there's not much deviation between one inner thought and the next, unlike in Disco Elysium, where each skill's defined written voice was also brought to life by either Lenval Brown or Mikee W. Goodman–the latter of whom is a master at creating disparate sounds. Zero Parades' espionage vibes don't quite suit the same kind of eccentric performances, but it's disappointing that they're so samey either way. Fortunately, ZA/UM is still adept at crafting memorable personalities elsewhere. Hershel herself is an immediately compelling protagonist: messed up and haunted by past failures, but in a very different way to Disco Elysium's Harrier Du Bois. Hailing from a communist megastate known as the Superbloc, Herschel is a spy for a sprawling intelligence outfit called the Operant Bureau. This isn't her first time in Portofiro, but things didn't go to plan the last time she was here, leaving her former crew to fend for themselves. She's been in the Freezer (essentially condemned to ignominious desk duty) ever since, but this is a chance to potentially make amends and prove herself again. Once you hit the streets and begin to unravel not just your role in this story, but the world's layered history and the lives of Portofiro's varied denizens, Zero Parades makes for some fascinating spy fiction. At its covert heart, the writing emulates the dissociative and morally ambiguous style of John le Carré, but it doesn't box itself into this style either. Its literary prose is sharp, witty, and very funny on occasion, too, balancing surrealist undertones with geopolitics, spycraft, and interpersonal drama. It's not as poetic or as arthouse as Disco Elysium, and its off-kilter moments are rarer and often feel crammed-in because it was popular in ZA/UM's previous game, not necessarily because it works for the character or the story here. There's a moment early on, for example, where you're asked to fix a fax machine. A simple task, but one Zero Parades describes as though Harrier Du Bois is trying to break into the game, with Hershel explaining that she must pacify the machine's spirit of the demonic entities possessing it. This whole spiel feels out of place and highlights the sense of imitation that occasionally rears its head
Following up a game as lauded as Disco Elysium would be an unenviable task for any developer, but especially one as fractured as ZA/UM. With many of the key creative minds behind the detective RPG separated from the studio following an ugly, and very public, legal dispute, it's up to those left behind to pick…
Following up a game as lauded as Disco Elysium would be an unenviable task for any developer, but especially one as fractured as ZA/UM. With many of the key creative minds behind the detective RPG separated from the studio following an ugly, and very public, legal dispute, it's up to those left behind to pick up the pieces. That's a lot of baggage to carry going into a brand-new, albeit familiar, game, so it's not surprising how ZA/UM has tried to distance itself from too…
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