
From the creators of Disco Elysium comes ZERO PARADES – an espionage RPG. You're a brilliant but tormented operant on one final desperate assignment. Gather your broken network, untangle a web of lies, and prove yourself on the world stage - or blow it all up again.
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About


Brilliant, burnt-out, possibly cursed – you play as operant Hershel Wilk, alias CASCADE. Five years ago you led your team into the abyss and have been haunted by your failures ever since. Now you've been recalled for a mysterious assignment that may give you a chance to prove yourself again.

Uncover secrets hidden in the lost corners of the city and within your own mind. Navigate a murky world of potential informants and adversaries. Pass skill checks to uncover their true motivations through subterfuge, violence, or deduction. As an operant, there are multiple ways to approach every problem - your choices and methods will be your own, and so will the consequences.

Find yourself thrown into a three-way struggle for cultural and ideological power, played out across an unforgettable city. You'll go up against international bankers, foreign techno-fascists, psychic doppelgängers, a paranoid TV presenter, a man with a box for a heart, and dozens more. Everyone you meet has their own agendas, beliefs, and secrets for you to uncover and turn to your own ends. In ZERO PARADES, even the world itself is a character with its own secrets, traumas, and miracles for you to discover.

Operants subject themselves to years of psychological training to hone their minds into their greatest weapons. Do you favor animal-like reflexes, a philosophical approach, or a different cover story for every occasion? Through Conditioning, you'll turn the deepest aspects of Hershel's identity into potent abilities and unlock new paths forward. You can even change the rules of the game itself.

Pressures simulate the physical and psychological toll of being in-theatre. Exertion pushes dice rolls in your favour – just remember that you’re gambling with your life. Keep your Fatigue, Anxiety, and Delirium in check or deal with the long-term repercussions.

In this line of work you're going to fail way more often than you succeed. That much is expected of you. What matters is how you pick yourself back up. If the dice don't go your way (and they won't) you'll have to improvise and hope the consequences are ones you can live with.
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Reviews
I loved Hershel as a character, and I personally relate to her a lot. She's a competent spy, but you can also feel her deep attachment to and remorse for her former Crew members. Her desire to make amends for her past is an aspect of her character that resonated with me the most. Her different relationships and dynamics with each of them were a major highlight for me. Some of the best moments in the game come from those relationships. The story starts slowly, but it becomes more engaging as you meet more characters, delve into conspiracies, and discover more about the setting. I like that you not only learn about the different ideological factions as you explore the city and talk to people, but also see how deeply involved they are in the main story. I also like that Zero Parades makes even the mundane parts of spying, like gathering intel or talking to people, engaging through its strong writing. The dialogue can be a bit verbose at times, but I still enjoyed reading and listening to it for the most part. The soundtrack is mostly ambient, haunting, and melancholic, but it occasionally shifts into tense jazz that perfectly complements the story's bigger moments. Definitely not for everyone, especially if you're looking for a more traditional RPG combat system, but I strongly recommend giving this one a try if you're looking for great writing, memorable characters, and rich worldbuilding.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, Russian, Simplified Chinese, Spanish - Latin America*languages with full audio support
| $39.99 |
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| 96% |
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Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 720 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[b]RATING: [9/10][/b] Zero Parades: For Dead Spies. What an absolute treat to experience. I'm going to have to preface this (the first, last and only time) with a bit of context first: - Yes, not the same devs as Disco Elysium. There is drama. It's whatever for anyone who's not ZA/UM, really. Depending on how you fall in the audience of public opinion, your experience with this game may or may not be coloured already. At which point, no amount of discussion is going to make you change your mind and you should probably click off. [b]If you're considering the game - I'm going to TLDR this for you. It's good, it's definitely worth it. Full price or Sale - Just save yourself from looking at what anyone else says about it - good or bad - try to go in clean.[/b] [b][PRICE: $41AUD with a sale price][/b] [b][OVERVIEW][/b] You play as the operant, CASCADE. In a city where it serves as the backdrop for a cultural power struggle, you wake up in an unfamiliar room, partner unresponsive - but not dead - with one goal, figure out why you're actually there. And as you learn more about the city, it's people and piece together your purpose - the stakes just keep getting higher and higher. [b][WRITING/NARRATIVE][/b] From the jump I think this would've been my first concern before playing it but I resolved to go in with a clean slate and did my best to just not make any unfair comparisons. Gonna try and avoid spoilers for the most part. The story has the feel of cold war espionage with a capable character. Albeit with the inclusion of some humorous dialogue if you choose. The political backdrop itself serves to frame the plot but isn't the main focus of it like Disco Elysium. It doesn't try to be heavy on the politics nor is it meant to be a political manifesto. At it's core, it's a story of loss, forgiveness, illusion, reality and most importantly for a spy, manipulation. And it does so much of this so well. Each piece of dialogue feels purposeful. A stray thought, a ridiculous comment at the wrong place and wrong time - all of it has an intrinsic meaning behind it, especially your inner monologue. Your inner monologue isn't made up of separate entities like it was for Harry in Disco. There are three main trees where PINK (Physical), YELLOW (Emotion) and PURPLE (Logic) but as mentioned above, they aren't in conflict with each other. They're one. It's CASCADE's inner dialogue - her doubt, her memories, the proverbial singular voice in her head that serves as your inner compass. I quite like this approach with CASCADE because I think it would just feel like they're trying to emulate Harry - something I'm really glad they didn't do. This take feels fresh, it feels more personable but more importantly, it feels human. Every supporting character/NPC felt important. Each sub plot with NPC's in this game felt important and you felt rewarded for interacting with them because they were so seamlessly tied in to important interactions with the overall narrative. You'll find yourself realising there's more dialogue when something opens up and it really felt fresh to have each interaction feel purposeful. The world building obtained from those interactions encourages you to go out of your way to pursue this and each time it feels like a piece of the puzzle comes together. I found myself going back to NPC's I already had completely finished with only to realise when something opened up, there was another layer of the world I could gleam. It also really helped that the characters were really well crafted. None of them felt forgettable or fleeting. Since this was a really strong part of my experience, I don't want to give any away but there are so many moments that had me get lost in the game. I felt like I was CASCADE experiencing this world and it's inhabitants. There are so many great moments that had me deeply immersed and emotionally invested. With the support of it's great voice cast, there absolutely were times the dialogue and the delivery of the lines had me questioning: - "Oh wait... is this real? Does this character want me to think the way I'm thinking?" - "Did the game lull me into choosing this option? Or am I making this choice?" The game has multiple endings and various ways to get there. They do warrant more playthroughs but in my opinion, and honestly I felt this with Disco and any other game, you'll always remember your first. The second or third time it just won't feel the same. [b][VOICE ACTING][/b] So at the time of this review, I've done a bit of research and apparently when the game launched it didn't have all the lines voiced. This wasn't really a problem for me to be honest, I played the original Disco before the Directors Cut and I also played Esoteric Ebb. This is a non issue. But by this point in it's life cycle, the game is very much voiced. Save for like, 10 pieces of dialogue off the top of my memory where there wasn't voice. It's almost the full game. And the voice acting is absolutely stellar. Every character's voice has a strong identity that really helps embody the emotion of the text. There wasn't a time for me where I felt like it was jarring, it felt like the lines the actors were trying to convey really reflected what CASCADE was trying to feel. Without giving too much away, for me, my favourite example of this is also my favourite scene - it involves a late night call as you rest. [b]GAMEPLAY/MECHANICS][/b] So the aforementioned three trees make up your skills. Most spy or clandestine skills go through the physical tree. The more emotive things like a charisma stat go through the emotion tree and so that leaves the logic tree which is pretty straight forward (like rolling INT in DND). I really enjoyed how this was streamlined because there was still an emphasis on being careful with what you level up and how it's going to affect your rolls you make (dialogue, decisions) but you also felt more flexible with what you wanted to increase to pass skill checks because the linearity there felt more robust. In addition to skill checks, there are 9 thoughts that you can have pinned in the game that add additional backstory and lore to CASCADE's experiences that all feel thematically aligned to giving you boosts in these stats (they act as a pseudo-permanent buff that can raise the cap on your skills). What's clever about this is that there's a give and take with pinning these thoughts (which you obtain through dialogue choice or selecting a type of response if it's themed) is that there is a consequence should you violate them. I.e. You could get two points in 'Cold Read' as a bonus but if you ever raise your anxiety levels to elevated, the thought you pinned that helps CASCADE retain that aspect of her identity is at risk - so you'll experience disadvantage on rolls using any 'Emotion'. Which leads to the conditions you'll need to regulate in order to take big risks. Fatigue, anxiety and delirium - which are great representations of the negative affects linked to their respective "tree". Have any of these negatives too high and you'll be permanently penalized - you get to choose from three stats under a tree depending on the stress that you'll need to level down. Which could affect your rolls for the future but doesn't outright kill your run. The game gives you alot of tools to manage this and there are a tonne of items which all have equal tradeoffs. But get ready to drink, smoke and snort your way to "functioning". [b][FINAL COMMENTS][/b] There are so many things about this that I wanted to include but I just can't without spoiling. At the end of the day, I felt really connected to the story and the characters in it that I'm so sad that it's over. I wish I could mind wipe this and just play it again - fresh. Zero Parades is genuinely the real ♥♥♥♥♥♥♥ deal. [b]Luck and skill, operant.[/b]
Если бы можно было поставить нейтральную оценку, то ее бы и поставила. Игра неплохая, но не могу ее рекомендовать, поскольку лично мне принесла разочарование. Не сравнивать с Диско невозможно, уж слишком много оттуда позаимствовано (скопировано?), но сделано как-то небрежно и неудачно. Сразу перечислю то, что понравилось. - В игре потрясный визуал: локации, менюшки, портреты, изображения предметов, одежды — все это очень-очень стильное и классное. - Крутые песни (не фоновая музыка). - Общая атмосфера и лор игры достаточно любопытные. При лучшем сценарии была бы конфетка, а в нынешнем виде только красивый фантик. - Сюжет... неплохой. Есть занятные моменты и парочка любопытных поворотов, но до них еще надо добраться. Фактически самое интересное начинается только к концу. Теперь к минусам... - Текст. Самое главное в играх такого жанра — это текст, а здесь он откровенно скучный и пресный, юмор несмешной, диалоги псевдоглубокие. Все якобы на «взрослые темы», но подано поверхностно. - Персонажи. Запоминающихся героев крайне мало (уровня Кима здесь никого нет). Слишком мало раскрыты, слишком мало времени им уделено, не спасают даже флешбеки со старой командой. Все потому что большую часть времени мы просто шаримся по городу, треплемся о музыкальном элитаризме, ведем бесконечные разговоры о политике с каждым встречным (главная тема любого нпс, больше будто бы ничего нет в их жизнях) и, конечно, ноем, ноем, ноем. Откуда тут взять время на раскрытие персонажей, правильно? - Постоянные повторы одной и той же информации. Игра любит по двадцать раз пережевывать одну и ту же тему, не давая новых подробностей. В конце концов, после сотого приступа нытья у героини становится уже просто все равно, *что* же такого там случилось с ее командой и почему. - Героиня. Вроде бы обладает характером и личностью, но при этом какая-то невнятная и сочувствовать ей не получается, хотя она и пытается давить на жалость. Она показывает удивительно высокий уровень эгоцентризма, смешанного с бесконечным самобичеванием. Ей просто по приколу корить себя за что-то, а потом снова делать ровно то же самое. Она не становится лучше, она не растет над собой. В конце игры она точно такая же, как и в начале. Да-да, в отличие от Диско, где твои решения напрямую влияли на героя и то, каким он предстанет в конце. Ну и мне все равно на повестку, мне все равно, какой ориентации героиня, но вызывает недоумение, когда в сотый раз героиня пускает слюни на разных женщин и подчеркивает, как же они ей нравятся, как она влюблена в одну из них, как хочет другую. Хорошо, первых пяти раз было достаточно, можно мы теперь займемся *шпионской* работой, а не будем слушать очередные твои фантазии? У героини будто 3 функции: ныть, упиваться сексуальными фантазиями, тревожиться с каждой фигни. Еще растерянность вызывали внутренние призывы героини [spoiler]убивать и кастрировать[/spoiler] [i]всех[/i] мужчин. Откуда такой хейт *ко всем* мужчинам, учитывая, что у нее были близкие друзья-мужчины, которыми она дорожила. Просто по приколу? Это должно быть смешно или должно показывать неуравновешенность героини или что?.. Если бы Гарри в Диско говорил подобное про женщин, ой какая бы волна хейта поднялась. А тут типа нормально? - Механика со внутренними голосами Непонятно для чего она здесь. Ее словно бездумно скопировали с Диско, но не смогли придумать для этой фишки хоть что-то интересное и полезное. Чаще всего голоса выдают просто бессмысленный текст или подмечают очевидное. Лишь изредка действительно вытаскивают из памяти героини крохи информации. - Концовка Все закончилось внезапно и ничем, словно был задел на вторую часть. В итоге после титров остается лишь вопрос: «А что это было?» Никакого логического завершения, концовка открытая. - А мы точно шпионы?.. Что парадоксально, нет ощущения, что играешь за шпиона. Это просто никак не реализовано, кроме того, что тебе текстом говорят «ты шпион» и дают пару шифров, которые разгадываются без помощи игрока. С таким же успехом героиня могла быть наемной убийцей или детективом или да кем угодно. Мы только и делаем, что 95% игры ходим по локациям, собираем мусор, бухаем-курим-принимаем, треплемся со всеми встречными поперечными и периодически теребим замусоленную фотку старой команды, говоря, какие мы плохие и все испортили. Именно этим же и должны заниматься шпионы? Да? В игре не раз упоминается «то самое», которым нужно обладать для того, чтобы быть, например, хорошим шпионом. Но сама игра, увы, лишена «того самого», чтобы стать хорошей.
Буржуи украли у крутых мужиков компанию, я не знал. Купил, прошёл. Сначала даже нравилось, потом я понял, что многие моменты так и не будут закончены. Сюжет в целом пустой. Как бы сравнили Донцову и Толстого. Ну просто сюжетик, прикольные развития сюжета, но по итогу прохождения - ничего, много дыр. В сюжет не веришь, персонажу не сочувствуешь. Музыка хороша только в паре местах. Визуал безликий, как будто нейросеть по шаблону наклепала. Фаст-фуд игра. Учитывая предысторию компании покупать бы не рекомендовал.
For those who have played and loved Disco Elysium, this game presents as a conceptual, if not narrative, sequel. However, in many ways it seems more like a remake of the previous game, albeit with some of the details changed a bit. You could argue that the studio is merely refining a format, but the premise, gameplay, and world-building already seem so close to the original that instead it feels like the playing the same game, only with an uncanny distance from what was already familiar. The art-direction and music of D.E immediately gave it a very strong identity, and the writing of the personality cores an intriguing psychological narrative. Unfortunately, those things that remain the same seem like a rehashing of old work, whilst the things that have changed seem uninspired. The visual art is a near copy of Elysium, which is a shame as that was such a refreshing and special quality. Although the preview showed they'd stuck with the same style, so there were no surprises, it would have been nice if the studio had gone in a different direction and given the art team more free reign to develop something unique to this story. From the outset, the music lacked identity, and whilst maybe there was more to discover later in the game, it seems notable that there was a more bland sonic palette here. I personally found the direction of the voice acting to be rather grating - the particular dialect of the main voice, whilst admittedly clearly characterful and delivered with commitment, just seemed a bit off-putting, and some of the inner voices frankly irritating. This was also true of Elysium tbf, and maybe it would have likewise grown on me here too, but only exacerbated the other criticisms. The story and writing (at least in the initial bit of the game), was so close to their previous offering, that it just seemed like playing an underwhelming rip-off of the original game. I'm not saying this is overall a bad game itself, or terrible to play, but by producing something so spiritually close to Disco Elysium, it's bound to draw very direct comparisons. It begs you to consider whether they've made an improvement or a diminishment of their previous work, and unfortunately playing it just made me realise I would rather replay the original game. I'll probably also try the offerings of the other splinter studios, should they ever come to pass, and see where the real talent and vision ended up. Perhaps the one game was all original creators had in them, and the other spiritual successors will be similarly disappointing,. Perhaps the people who really made the first game what it was stuck with Za/Um, but were hamstrung by a creative direction that couldn't decide whether to cash in on the old game or make a new one, and thus ended up stuck somewhere in between. I actually think this could have been a much more rewarding game had they definitively stuck to the same universe with an original stand-alone story - the choice to retain so much of the stylization, gameplay, and narrative devices would have then made so much more sense. Or alternatively, had they had the courage to strike off on a new and more original course, perhaps the new team at Za/Um could have created something more iconic. Perhaps Disco Elysium was lightning in a bottle, and the next best thing will arise completely independently somewhere else.
Before I start this review, I just want to say. If I was asked to do a review exclusively on whether or not Zero Parades is a good game, I would say, 'yes'. It is. However, it comes with a numerous amount of caveats that I want to address which gives it my negative review. Disco Elysium is my favourite game of all time. In my opinion, it is the best game ever made. You can see from reviews, this is not a niche opinion, it really meant something special to alot of people, and not everyone would interpret it the same way. It broke new ground in the genre, and this game here is not the first to try and capture the magic of Disco, but it is the one that gets to update Disco Elysium to splash advertising for the game all over the title screen. The biggest gripe, is that whilst some people still worked on this game from Disco, ZA/UM absolutely ♥♥♥♥♥♥ over the lead writer and designer, publicly ripping the product away from him. Now, they want to attach their name to another Disco-like game. Fine, but in my opinion, with Disco setting such a high bar, and gems lead by solo parties like Esoteric Ebb capturing some of Disco's magic, the bar is innumerably high. Here, we get to some failings of Zero Parades. For one, whoever made the choice to separate clothing and status modifiers from passive checks? Bravo, you have immediately downgraded the game immediately. There are some extremely interesting passive checks in this game, just like in Disco, but you wanna get some of the hard ones? You will have to reset, and literally only put points/conditionings into a singular stat to get a passive check. I say this, because assume I want to hit a 16 Instincts check (not even the highest in the game), well, the passive check takes a base of 6 (unchangeable) and adds your skill modifier. This means I need a MINIMUM of 10 points invested into Instincts, as I cannot leverage points from anywhere else. This, is just straight up dumb. Clothing and statuses only apply to active rolls, this is a ridiculous decision in a game that arguably has more invested into clothing and status potential that Disco, yet with the addition of the exert button (something I actually like) making active checks much, much easier than both Disco and most Disco-likes, you might as well run around naked half the time, unless you're having to roll something in a low stat, clothing is virtually redundant, and you're better off not having it on unless it's purely positive on stats, just in case, unless you know EXACTLY what you're rolling for, which promotes save scumming and/or 'replaying' (ironic, I know, if you've played the game). Status modifiers are in an even worse position. Some great conditionings are straight up ruined by this, because you have to somehow time them with active checks, and all status modifier items are both expensive and temporary, making them pretty much pointless, unless you have a particularly hard red check or something, which is generally pretty rare, and would require explicit knowledge of what is coming. White checks are absolutely trivial, as sleeping reopens them. In Disco, it really felt like you were *actually* making a sacrifice by going sober, but in Zero Parades, nono, it's much better to just ignore all status modifiers entirely. Which is a shame, as there are plenty of cool ideas that could come from some of the modifiers. The other main gripe is that there is some skills that are so *CLEARLY* better than their counterparts it's kind of absurd. It feels much more unbalanced than Disco in that respect, Intelligence feels like it's so far above Relation as a faculty for both volume and usefulness of passives that it's kind of wild. Shoutout to Shadowplay as well, which might as well be the 'are you a good spy or not' meter. This immediately downgrades the main character by proxy from Disco, because whilst the MC in Disco felt like he had *alot* of personality and doing drugs and booze or w/e only made your internal dialogue louder, in Zero Parades, it makes zero difference, and this can make it seem like Hershel has very little personality in comparison, or at least overwhelmingly dictated by a few select skills, when she actually has quite a bit, it's just all gated behind having at least 4 in a stat, something made even harder when caps are much more unforgiving, whereas in Disco you could get modifiers from clothing/modifiers, and it was easier to get XP due to thoughts. If I start off with less than 4 in a stat in ZP? I am never hitting a hard passive of a singular skill in that faculty, even if I invest every single point into that skill and take every single cap upgrading conditioning, it is still impossible. WHY THEN are there 14 passive checks at the beginning of the game? Extremely questionable design decisions. There is also a fair few audio bugs. The "Gang XP" thought is straight up non-functional (another big L, as this is one of the only thoughts that could help with attaining high passives), I've gotten locked out of conversation threads via bug before... There is a slight lack of polish. Although, voice acting great, characters great, story overall is good, I am not sitting here saying Zero Parades does not have good qualities, it does. It's just that it falls short in areas that I do not have the grace for ZA/UM and their ♥♥♥♥♥♥ business practices to look past. In my opinion, you want a game that captures Disco and sticks to the spirit of it? Just buy Esoteric Ebb for a better Disco-like.
The reason why I don't recommend buying this game is because ZA/UM fired Disco Elysium devs, hired new devs to make Zero Parades, had the audacity to say that this game was developed by the developers of Disco Elysium, and then they fired Zero Parades devs. I still recommend playing this game though. This is a good game, and it actually does some things better than Disco Elysium, so I'll start with that. The health system is more fleshed out than in Disco Elysium. There are 3 health bars - 1 for each of your attributes (you get 3 instead of 4 in this game). You can fill them up by yourself to give yourself an advantage on a roll, and they passively fill up during events and conversations very often. And you can't heal in the middle of the dialogue anymore, so you better come prepared. This game is a lot more dangerous. And the outcome of filling up your healthbar is more interesting - you lose 1 point in a skill of your choice instead of just having to reload to the previous save. Using substances (coffee, alcohol, cigarettes, etc) to heal is made unnecessarily overcomplicated in an annoying way though. But that's not a big problem. The story is pretty good, I liked how everything in this game is connected, it feels even more interconnected than Disco Elysium was, which will lead to some negatives later, but on its own, I like this. Almost everything is important. But the main thing that I liked about the story is that while in Disco Elysium you usually become a better person as the game progresses, in this one you become a worse person. This is unique, and it breaks the usual game logic of always selecting the good boy choice to win. It also means it's harder to get the best outcome. The inventory optimization feature is amazing, I love it, especially because in this game there are even more pieces of clothing than in Disco Elysium. Unfortunately, there are many bugs with the voice clips - some don't play, some have the wrong filter, some don't match the text. Not a big deal though. Even Disco Elysium had these problems. A bigger deal is bugs with the quests. I'm pretty sure I couldn't finish one of the quests because it was glitched, or maybe too convoluted for me to understand what to do next. I definitely saw a door that I was unable to interact with though. That was the only glitch like that I encountered though. Some things that seem obvious require pretty specific steps. But often it feels like Ace Attorney games, where it's obvious where it's going, but you need to go through the specific steps that the developers intended to get there. I didn't like how ambiguous it is how much time you have. Spoiler about how much time you have: [spoiler]I realized eventually that you have infinite time, but I don't like that either. It means the choices of what you spend your time on don't matter. Which in turn means that this "you can't win by picking the good boy choices" thing I said earlier isn't true. But it feels true until you realize the nature of time.[/spoiler] Overall, this is a really good game, I enjoyed it a lot, and I think most people who liked Disco Elysium will like Zero Parades. It's not as good as Disco Elysium, but that's just because Disco Elysium is so amazing, it's not this game's fault.
Фу
Basically Disco Elysium if it was written by a neoliberal. The art is as good as Disco's the rest however is of decisively worse quality. The writing is so infantile that I am surprised that this same studio managed to produce DE. Still, as bad as the writing is at some points, sometimes you do see sparks of greatness. Sadly, it just doesn't hold up to DE at all. I would recommend you only get it on a steep sale if at all.
lmfao they laid em off anyway nothing matters https://x.com/studiozaum/status/2078161818841718974?ref_src=twsrc%5Egoogle%7Ctwcamp%5Eserp%7Ctwgr%5Etweet
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