Zero Parades: For Dead Spies review
At the bazaar, the citizens of Portofiro rummage through bootleg tapes from La Luz, a techno-fascist empire under a cultural blockade that prohibits the genuine article. Everywhere, conspiratorial lips whisper that La Luz's leader is the latest in a long line of copies. With each duplicate, his essence gradually thins.
I take notes and try not to get snagged on easy metaphors for a game that has far too much of its own vitality to ever feel ersatz, but never quite shakes the sense of being an imprint. I'm halfway through a second run now, and I still couldn't tell you whether the metaphor is deliberate or not. Much of Zero Parades is good enough that it deserves to be written about on its own terms, free of the ugliness and controversy that have hung over studio ZA/UM's leadership since shortly after the release of Disco Elysium.
In other words, Zero Parades deserves to be written about by someone who has never heard of studio ZA/UM, and has never played Disco Elysium. What I'm basically saying here is that they should have made a kart racer instead. Incredibly selfish not to, in retrospect.
