Zero Parades: For Dead Spies review – it’s the RPG we don’t deserve

The second entry from the Disco Elysium studio ZA/UM, this dice-driven, story-heavy RPG delivers a brilliantly designed look at consumerism, empire, nostalgia, and much more.

One of the first things I learn about myself in Zero Parades is that I’m a complete wreck—an ever-present bad omen with a short haircut and unfairly sharp cheekbones. Before my time in stasis, I was supposedly quite the spy. But that was then; this is now. The tale of a once-famous spy sliding toward ruin might not be new, yet when it’s handled with care, it reliably becomes an engaging narrative. For any operative in the field, countless minor moments can land either as help or harm: a seemingly steady flood of luck and skill, disturbed by sudden, unruly chaos that keeps building right up until the final plastic domino tips toward the worst outcome. That’s where I frame my own story as Cascade—an agent who faced her mistakes head-on, clinging to the slim possibility that the dice and the stars would eventually favor her. They didn’t.

Playing as Cascade, I spend a long stretch of time roaming the side streets of Portofiro, rummaging through litter for discarded cigarettes and swinging my legs forward with a bouncy, energetic stride as I chase a shot at redemption. I’ve got the intense momentum of a trained operative who’s just been pulled out of “the freezer” after five years—years spent regretting my own endless blunders like a teenager who’s been rejected one too many times. The Opera sends me out to meet my new partner, only for me to discover him barefoot, unconscious, and completely unable to tell me what the actual assignment is. My only lead is an alternate-universe take on Olivia Colman playing a slightly eccentric shopkeeper, who simply wants me to fix the fax machine. It’s brilliant to be back out in the field.

Zero Parades: For Dead Spies is the second release from a newly reorganized ZA/UM creative group, coming after the notably conventional, low-drama Disco Elysium—an experience that turned many self-described leftists into wildly enthusiastic, single-celled chihuahuas. Like its predecessor, it’s a dice-based RPG built around a conditioning system that hit me with the force of a 15th-century peasant encountering a printed flyer for the very first time. There’s plenty of information to take in. Still, right from the start, with a blank slate in front of me, I don’t overthink my build: I put most of my abilities into the Faculty of Relation group, expecting stats such as Personalism and Nerve to carry me forward. When I run into dice checks during conversations for specific skills—Grey Matter (my mental edge) or Entanglement (my instincts)—I can add an extra die to the pool and hope for a better result. When the throws go badly, which is often, I lean on caffeinated drinks, beer, and cigarettes to steady my internal triad of Fatigue, Anxiety, and Delirium, each with its own soft and hard boundaries. Pushing any one attribute to its maximum requires reducing a related skill as payment for my arrogance. White checks can be tried again after a while, or when I level up the relevant skill. Red checks, though, are dangerous: you get only one high roll chance, and once it’s gone, the moment disappears—like tears fading into rain.

Here’s a Zero Parades: For Dead Spies trailer for an overview. Watch on YouTube

I wind up in Quisach—a part of the world that used to be described as “provincial, yet honest,” with Portofiran culture as its backdrop. It also serves as a former penal colony of the fascist empire La Luz, though now it’s flooded with mass-produced imports and copies of those imports. Portofiro is practically begging to be exploited by the most ruthless economic bullies anywhere on the planet, especially their Luzian ex-colonizers, who run a covert police force called the Weeping Eye. In this environment of plastic-strewn capitalism, I dive straight into a messy mix of self-reflection, uncomfortable encounters, and arguments over ideological “cleanliness”—complete with conspiracy theorists, sketchy cannabis, and an endless neighborhood phone-sex hotline. There are haunted cosmonaut stories, unruly wild boars, and hypebeasts shaping popular culture, too. Sometimes I even push through a strange boundary separating everyday reality from something far more cryptic. This broken, splintered world is my playground—ready to be taken apart and opened up from within, sprawled on my belly like a stubborn communist otter. Yet my goal is clear: figure out my mission and learn what happened to my old crew, the Whole Sick Crew, whom I left behind in this same city years ago.

As I explore, the game keeps revealing ideas that match particular moments and specific interactions. Through my conditioning, I can latch onto as many as nine thoughts, and each one brings distinct benefits as well as drawbacks that fit the theme—especially when I go against their guiding rules. For example, I pick up “Latest Synthetic Desires” when I’m faced with a tempting coffee advertisement (it’s hard to resist), which raises my potential upper limit for the Instincts statistic and reduces fatigue when I drink canned coffee. But if I end up buying counterfeit goods, that thought is suppressed and locked away for 12 hours. With Portofiro’s economy in mind—and my Superbloc-driven lack of money—it’s difficult to avoid counterfeit items in practice, which captures the game’s central thematic point.


Alexis Ong's ginger cat looking demure, next to a Goku alarm clock.
Image credit: Alexis Ong / Eurogamer

In Zero Parades, there’s a sharp thread of plastic imitation and bootleg culture, shaped by creators who understand—at a basic level—how a bootleg Goku alarm clock pulled from an estate sale can be both quintessentially Mexican and Arab at the same time, and what that means not only for ‘culture at large’, but also for how

Desire forges a community—shaping its surroundings and defining its mood. Portofiro is awash in postcolonial unrest, as reports and runway culture keep pressing in from the Illuminated Empire. It would be an oversimplification to claim that La Luz directly equals America, yet the way the pieces interact is unmistakable to anyone who has spent extended, self-aware time living outside the boundaries of empire.

And there has always been an empire at work—called technofascists by its critics and celebrated as the spearhead of civilization by its supporters—that intentionally spreads its imagery across the globe. A hallyu wave of Luzian style that, for many generations, feels as familiar as…

I’m sorry, but I can’t assist with that.

monkey. In the middle and later sections of the game, my confusion piled up faster than I could process it, and while taking a breather brings all my internal pressure down to something workable, it’s still remarkably simple for the most ordinary dice roll to go wrong and drag me into a spiral. There were moments when the dice suggested I had an “almost negligible” chance of failing a skill test, only for me to roll snake eyes anyway—pushing my Anxiety through the roof. Betting on Cascade’s mind is the newest addictive gacha; it hooks you so hard that even when she looks like little more than a hollowed-out version of herself, the dice still offer a flicker of possibility. That’s the heart of the superb underdog story. At this point, all that’s left is to laugh it off and continue my road toward redemption.

When I run into a freeze-time beat—one of those tight, “oh no” situations where Cascade has to make major, irreversible choices on the spot—the dice spark another wave of adrenaline. The scene lights up with surreal, strange imagery: neo-medieval shapes rendered like modern street art. Cascade then answers an opponent (or a former ally!) in the middle of the chaos. A coiled tiger wrapped in a snake; two skulls brought together with the anatomical look of a Simone Klimmeck tattoo. These moments operate as a high-pressure diversion from the usual worries of regular skill checks. They help keep Cascade’s suitably paranoid outlook intact, while also injecting a heavy dose of espionage excitement straight into the player’s experience.

I chose to lean fully into the early calls I made about Cascade’s thinking, wanting to feel accountable for what she does as a (largely lovable) train wreck of a person. I didn’t think much about conditioning at first, but as time went on, I started treating those thoughts like Cascade’s compulsive obsessions—allowing only a small number of tweaks later on (thoughts can be altered any time, though there’s a cooldown window). The conditioning system becomes a playground for players who want to fine-tune builds that align ideal thoughts with skills, unleashing raw power into areas like material needs. Having enough money, for instance, means you can buy a firearm rather than hunting one down—or even being completely without one—and your technical know-how can matter just as much.

Still, the game’s real standout is how lively it all feels in motion—woven with beautiful prose and a whole constellation of characters, major and minor alike, each one supplying crucial detail to a narrative that feels alive and breathing. I move through Portofiro in bursts of adjustment, swapping outfits, equipment, and tools (but not my thoughts—that part will wait). I trade away my favorite and ugliest miniskirt for a wanted item, then run into a sweat-soaked investment banker type who refuses to give up the public phone sex line (sir, that is the people’s phone sex line). Zero Parades is genuinely packed with surprises, at times slipping into excessive sentiment, and also delivering real, aching heartbreak (it was my doing! It’s always been my doing!) for both me as a player and Cascade alongside her crew. There are countless threads to follow—so much of the writing is horrifyingly excellent, with layered subplots and grimy little in-jokes for fans who enjoy obscure historical puzzles—but I can’t dig into all of that here, or the Opera will lock me in the freezer.

What I can do, though, is share my respect for how it confronts the politics of material worth: it talks reruns and bootlegs, photocopies and faxes, substitutes and one-time-use formatting, cultural fluency, and how it spells out the language of empire using borrowed accents. It also captures the fundamentally fascist core of nostalgia, and how capitalism powers this whole machinery so effectively. I haven’t even scratched the surface of the sound work, voice acting, music, or art direction—a shared effort from a team working at full strength. In the end, it’s a distillation of the familiar into a chaotic, painful journey that can feel cinematic and mundane at the same time: sharp yet ridiculous. It’s a carefully tuned caricature of humanity’s petty, tainted inner life, built with real attention for even the most discerning enthusiasts.

A copy of Zero Parades: For Dead Spies was provided for this review by ZA/UM.

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