Showing posts with label Zero Parades. Show all posts
Showing posts with label Zero Parades. Show all posts

Wednesday, March 4, 2026

A Tale Of Two Demos

Next Fest is over for another few months. The timing was bad for me. I didn't get to play many demos. I did, however, manage to spend some time with two I was very interested in; a couple of games that looked very different on the surface but which turned out to be much more alike than I expected.

The two titles are Esoteric Ebb and Zero Parades For Dead Spies. The latter, as I explained in an earlier post, is the follow-up to the much-garlanded Disco Elysium, produced by what's left of the same studio, Za/Um, while the former is merely "inspired" by it. 

So, on the basis of the demos alone, which does a better job of continuing the legacy? The original or the copy?

I won't bury the lede. The copy wins by a mile. 

Both the demos are huge. I put just under an hour into Zero Parades and twice that into Esoteric Ebb. In both cases it felt like I'd barely gotten started. In large part that's because they each require an enormous amount of reading and, in the case of ZP, listening. 

Whether the maps are extensive in the demos I can't say. I barely got past the opening areas of either. I suspect there's plenty more I could explore but in each case I felt I'd seen enough, albeit for very different reasons.

With Esoteric Ebb, I didn't want to carry on much further because it's very likely I'll buy the full game. There was an option at the beginning of the demo for progress made there to be carried over and I took it, but I'm not sure it worked. Since I don't want to have to do all that reading again, I think I'll wait until I have the game installed before I carry on (Although I did install the demo on my laptop so I could carry on playing it in bed last night...)

I could buy the game right now if I wanted, of course. It went on sale yesterday. It's been well-received so far, with a Very Positive rating on Steam and a score of 88 on Metacritic. From what I've seen of the demo, that's well deserved.


 

Esoteric Ebb doesn't look much like Disco Elysium in screenshots or sound like it in the description. It's an RPG with a cartoon aesthetic that's very European. It reminds me of any number of strips in publications like Pilote or Metal Hurlante back in the '80s. 

It's also solidly placed in the fantasy genre, even if the specific stripe of fantasy is "post Arcanepunk", whatever the hell that is. It has magic, spells, levels, classes, all the standard RPG trappings, although if you're expecting a standard RPG, you're going to be very disappointed.

Zero Parades, on the other hand, looks almost exactly like Disco Elysium and takes place in a very similar setting. Possibly in the same world, I'm not sure. If you're expecting a faithful sequel you're going to be, once again, very disappointed. 

I was. I was more than willing to cut Za/Um some slack over the controversies that have dominated all news about the studio for the last couple of years. I haven't really been paying that much attention the details, the rights and wrongs of the whole affair. I was just hoping whoever was still using the name would come up with a worthy successor.

On the evidence of the demo, that's not happening. The whole thing felt like a second-rate imitation to me.

Not the visuals, which are up to the standard of the original and look very much like it. Nor, really, the gameplay, which was fine as far as it went. Superficially, Zero Parades is Disco Elysium 2.

The problems start with the writing. It's not bad by any means but it has that awkward sense of trying just a little too hard to be something it doesn't quite know how to be. 

Disco Elysium was truly, genuinely, effortlessly unhinged. That was its glory. By comparison, Zero Parades reads like a bunch of familiar tropes, layered over with a thin veneer of by-the-numbers weirdness. It's like a student review version of a hit show - earnest, eager and unconvincing.

The very premise gave me trouble. Making the game about spies imparts a totally different spin from Disco's police procedural. In DE, you start out as some kind of burned-out detective, stuck with a much slicker partner, working a dead-end case in a no-hope town. In ZP you're some kind of disgraced super-spy, who's just been woken from cryo-sleep and sent on a mission that's gone wrong even before it's begun.

I can see how these are supposed to be equivalents but they really aren't. One is grim, gritty and bleak. The other is exciting, dramatic and adventurous. Still, the settings are equally down-at-heel and the central character equally adrift from the course they're supposed to be following, so that oughtn't to matter so much.

The reason it does matter is that all the info-dump about the political background, so subtle and complex in Disco Elysium, is here thrust at you in wodges of dull jargon that doesn't give much of an impression of nuance below the surface. What was kept to the background in the earlier game is foregrounded here and I found it off-putting, like having to sit through a series of political lectures when all I wanted was to get on with the plot. Or, indeed, find the plot.

Worse than the uninspired writing, though, are the voice-overs. I talked a little about the truly awful narration the last time I wrote about ZP and it absolutely does not improve on further hearing. None of the other voices are anything like as bad but neither is any of them much good. After about half an hour, I couldn't take any more. I switched the voices off altogether. That is not something I do often or feel I need to.

Mechanically, I did like the demo. The controls feel intuitive, it's easy to spot things you ought to investigate and the character animations are very impressive. The game looks good and plays well. Arguably, better than Disco.


 

The problem was, nothing I was doing seemed all that interesting. Long before I decided I'd had enough I'd stopped caring about the political situation people kept talking about and the constant references to spycraft were no more welcome than they are in any game. I just don't find spies a very interesting bunch of people, I guess. As for the mission, it never got started.

It's possible all of the things I'm complaining about are artifacts of the slow-burn design Za/Um is famous for. Disco Elysium took hours and hours to warm up and didn't really get its hooks into me until about twenty hours in. 

But it had something, right from the start. An edge, a sparkle, a glint. A mystery, just out of sight, that I couldn't ignore. On the evidence of the demo, Zero Parades doesn't have anything like that working for it.

Esoteric Ebb, on the other hand, very much does. Even though it opens with that exhausted and exhausting cliche, the main character waking up on a slab in the morgue, it grips from the start. 

Mechanically it's very similar to Zero or Disco. You wander about, looking at stuff or talking to people and every time you open a dialog with a person or an object you're set to spend the next few minutes clicking and reading. Seriously, if you aren't the sort of person who's ecstatic at the thought of starting a five-hundred page novel, you'd be better off looking anywhere else than at any game that claims to be inspired by Disco Elysium.


 

There are two huge differences between Esoteric Ebb and Zero Parades, though. Firstly, in EE the text is cynical, satirical, witty and frequently genuinely funny. Secondly, there are more than ample opportunities to make choices and choose responses that feel like they might change something.

There are even dice to roll. Where ZP has some indecipherable process involving mental states and meters, none of which seem to be under your direct control, EE has RPG stats and ability checks. And amazingly it manages to integrate those into the process without detracting from the aesthetic.

Another huge advantage EE has over ZP, especially in a demo, is a clear and comprehensible plot. Well, not so much a plot as the starting point for one. And in that way, it's a lot closer to Disco than Zero. 

Disco Elysium begins with the player character knowing they've been sent to investigate a dead body hanging from a tree. Esoteric Ebb begins with the player character knowing they've been sent to investigate an explosion in a tea shop. From there, everything slides in all directions but at least you know what you're supposed to be doing. 

ZP starts with the mission you've been woken up for being terminated and your orders being changed to "Come back to base immediately". From there on, you're on your own. That theoretically gives you complete freedom to act but it mostly left me feeling confused and directionless. In Esoteric Ebb, I always had a purpose, even if mostly I kept getting distracted from pursuing it.


 

Perhaps the most surprising difference between the two demos is the way each explains the political and cultural background that's so important to them both. ZP either layers it in gnomic jargon, presumably intended to feel deep and meaningful but actually just coming across as obtuse and tedious, or reveals it through stilted, unnatural conversations, some no more enjoyable than sharing a bus ride with a conspiracy theorist.

The NPCs in Esoteric Ebb not only have much sprightlier conversational skills, they have much deeper dialog trees that range widely across a range of topics and still manage to keep most of them interesting and relevant. The dialog is far more naturalistic, too, albeit only by the terms of an RPG. The complex social, cultural, religious and political background bleeds through by osmosis. 

Which isn't to say there's no info-dump. There's plenty but it's handled almost wholly through highlighted key-words on which you can, if you wish, click to get a short explanation or gloss. It's like having an internal wiki for the game. I found it useful and enlightening.

I could go on but there's every chance I will, at some point, buy Esoteric Ebb, at which point I'm sure there will be more posts about it here. I wouldn't rule out buying Zero Parades entirely but given I can't even summon up the enthusiasm to finish the demo, that does seem unlikely.

If anyone else has played either of the demos, especially if they've also played Disco Elysium, I'd be interested to hear other opinions, particularly on Zero Parades. Maybe I'm missing something... 

Thursday, February 12, 2026

Slightly More Than Zero Expectations

Disco Elysium was always going to be a hard act to follow, even without the drama that overtook development studio Za/Um soon after after the game became a hit. Now, with that stinking fish hanging around the necks of whoever held onto the name, a second success has quite the headwind to overcome, as the comments following the just-released "First fifteen minutes of gameplay" video for the follow-up, Zero Parades: For Dead Spies, make all too clear.

Here's a taster of the general sentiment:

"Brought to you by the people who stole Disco Elysium".

watch the NOCLIP documentary on the making of "Disco Elysium" instead

Can’t wait to pirate this

Same shit, but way worse. Good luck trying to sell that lol

Forced, uncool, soulless, and most of all- not disco.

All of which is fine but I'd have to say a video of the first nineteen minutes of Disco Elysium itself probably wouldn't come across as a work of genius, either. It took me quite a while to get into  that one and I wasn't completely sold until on just how good it was until I was maybe halfway through my forty-hour run.

Here's the whole video if you want to make up your own mind.

Having watched the whole thing, I would have to say there are some fairly obvious problems, foremost amongst them the voice acting. There are only two speaking parts in the clip but neither is enjoyable to listen to. One is just dull but the other is very annoying, something that's especially worrying considering it's coming from the character you are going to be playing for upwards of thirty or forty hours. 

For some unfathomable reason they've chosen to give her an abrasive and unconvincing estuary accent, all glottal stops and dropped consonants. I'm not sure how that comes across in other territories but in the UK it comes with a lot of baggage that's quite hard to override. 

For anyone, I would imagine it has a certain lack of charm. It's distracting and misleading given the context and although I did begin to tune it out by the end, my strong feeling was that if I was playing the game I'd have to turn the voice-over off altogether.

I'm not alone in my discomfort, either:

Narrator's voice is fkn terrible, can't imagine a sane person listening to this for 20+ hours

narrators voice is horrible

turn-a! in-a! ... they really f'ed up with voice ... played disco Elysium 3 times and i enjoyed the narration there ... here it sounds just annoying.

If the voice acting is disappointing, at least the writing doesn't seem too bad. I'm not sure there's enough in the video to tell if it's going to end up feeling like a pastiche of the original but I fear it might. The vibe is similar for sure but how far it might diverge from the template it's too soon to say.

One thing that jumped out at me early on was a reference to "The Whole Sick Crew", which appears in the dialog in quotes. The Whole Sick Crew is a phrase I attempted to popularize as a name for my friend-group in the 'eighties, which sadly never caught on. I also used it here as a title for one of the sidebar collections until I thought better of it and changed it to something less potentially offensive.

I'm not claiming to have invented it. Like whoever wrote the in-game dialog, I stole it. For anyone who doesn't recognize it, it's the collective name given to a group of characters in Thomas Pynchon's novel "V". To see it used in a video game is both encouraging and worrying although the fact that it appears to have been used as a throwaway does incline me more to the positive end of the curve.

I also don't know how far along in development the game is but there are a few moments when the voice-over doesn't match the text. Then again, that's true of almost all finished games, presumably because if the actor ad-libs or extemporizes or has a slightly variant script to follow, it's too much trouble and expense either to re-record or get the art department to alter the visuals.

Speaking of the visuals, that looks to be one area where there won't be too many complaints. Zero Parades: For Dead Spies (Which is a truly terrible title, by the way...) looks like Disco Elysium (A superb title.) but better, somehow. The images look bigger and clearer without being in any way less painterly. I particularly liked the animation on the player-character, which seemed unusually naturalistic.

What little gameplay there is on show in the video looks as though it might be slightly more challenging than the first game. On the other hand, there's such a scripted feeling to the entire fifteen minutes it's very hard to be sure. 

There are counters for things like Anxiety and Delirium that quickly go into the red and require some corrective action but it's impossible to tell if there's anything the player could have done to avoid ramping them up to that extent. It looked to me as though they were going to go critical no matter what, possibly for plot reasons.

Anyway, I'm not about to start reviewing the game on the basis of a video of someone else playing the first quarter of an hour. Even though I was obviously starting to do just that...

No, what I am going to do is review the demo, which isn't available yet but soon will be. It's going to be part of the next Steam Next Fest, which runs from 23 February to 2 March. It includes "two quests...various side stories... and some of the quirky and questionable characters..."

I do already have the game on my Wishlist although, like everyone else, I am somewhat dubious about the provenance and suspicious of the circumstances that brought it into being. I'm hoping the demo will be enough to make it clear whether the people that retained the name also kept the talent. 

We could certainly do with another RPG as good as Disco Elysium. Whether this is it remains to be seen. 

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