Zero Parades and a Bleak Espionage Triumph

Featured Review
Dia Lacina

Hershel Wilk is anything but a hyper-competent spy. In fact, within the opening minutes of Zero Parades For Dead Spies, the second game by Disco Elysium developer ZA/UM, it's abundantly clear that not only is Hershel not even competent, she's a world class fuck up. I'm choosing to believe that her cryptonym, CASCADE, is a reflection on the fact that once she starts fucking up she is incapable of stopping. A waterfall of bad decisions, bad luck, and a bad attitude fueling it all. Our bold operant isn't a hero of Empire, a huntress for Party, or even an Alec Leamas. She's a danger to herself and everyone around her. Depending on how you play her, in the few moments of lucidity where she understands this, she's almost proud. The introduction shows us a photograph of Hershel, taken in a rare moment surrounded by friends (assets, crew, gäng) before everything goes pear-shaped. I look at the blonde bob swept behind the ears, the stylishly loose t-shirt, and neck that won't quit and immediately stuntcast Kristin Scott Thomas circa The English Patient. When we flash forward to the present, Kristin Scott Thomas after a Belinda Carlisle bender. This only endears her to me more.

 Kristen Scott Thomas looking sloppy and hot with an equally sloppy, hot Ralph Fiennes in their English Patient costumes.

We learn in the opening minutes of Zero Parades that CASCADE is the only agent to return from a job gone bad, and now she's warehoused in a filing cabinet-gulag for failed spies called “The Freezer.” This is where you stew in self-accusatory depression, spending your days drowning under paperwork while you hold trauma's finger and point it right at yourself. This is spy hell. 

Leaning hard into this I have put four points into the stat governing physicality, two into intellect, leaving just one for "interpersonal effectiveness." All scar tissue and perforated soul — game recognize game, Hersh. I build my skills such that the CASCADE I will be unleashing into the ersatz-Iberian hub known as the Quisach is a nuclear-hot live wire of Id, a quantum-entangled dental nerve in a bad tooth. This is her first time in-theater after being caged. Crunchy and reactive, an hour in and I already love her more than any protagonist since Dragon Age 2. Before the end of this I'll love her more than I ever could Hawke (and we cucked Anders with a ladypirate together). The first decision I make is to shake the shit out of our catatonic partner and leave him slumped-over, mostly-dead, pantless, and ass-up on the floor of what we lackingly refer to as a safehouse. Any sense of the assignment we’re supposed to have is locked in his catatonic mind. There’s a job to do, and only half-formed clues to go off of, like the desperate nicotine-addict scrounging through an ashtray for anything that will combust.

A game with a brush-stroke heavy art style depicting a woman standing over a dead body slumped in a modern lounge chair. An interface panel invites her to touch his bald spot.

I listen to the record that probably left him in this state, a curiously silent techno-fascist pop disc. It nearly obliterates Hershel's psyche until we push through and make contact with something cosmic. Five minutes into the game, and I'm losing a skill point. This is going great. As a coffee ad will explain — “Safehouse is anywhere.” But can a compound fracture like CASCADE ever truly be safe? Can anyone in her orbit? Over the next 60 hours, I put this to every test imaginable as we return to the scene of her defining failure — the former penal colony city-state of Portofiro. 

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