New Game 'Zero Parades' Looks Like 'Disco Elysium', Studio Says It's the Same People

ZA/UM, the makers of 'Disco Elysium', have a new game called 'Zero Parades: For Dead Spies'. It looks and feels a lot like their old game. The studio says this is natural because the same people are working on it. The new game is an espionage story.

New RPG "Zero Parades: For Dead Spies" Draws Clear Visual and Structural Parallels to Critically Acclaimed Predecessor, Sparking Discussion on Studio Identity and Creative Direction.

ZA/UM, the studio best known for the acclaimed RPG "Disco Elysium," has unveiled its upcoming title, "Zero Parades: For Dead Spies." The game, described as a "story-rich espionage RPG" set during the "End of History," has immediately drawn significant comparisons to "Disco Elysium." These similarities are noted across various aspects, including the art style, isometric perspective, and even the narrative structure, particularly the presence of a "thought" system. This visual and structural overlap has prompted discussion among players and critics about the studio's creative direction and how "Zero Parades" will stand on its own.

The studio itself acknowledges the continuities. Jim Ashilevi, a writer and VO director at ZA/UM, stated that the similarities are a natural outcome because "we're still the same people." This sentiment suggests a deliberate choice to maintain certain design philosophies that defined their previous work. However, the development of "Zero Parades" has also occurred during a period of notable internal changes at ZA/UM following the success and subsequent internal strife related to "Disco Elysium."

Development Context and Studio Evolution

The creation of "Zero Parades" is set against a backdrop of considerable transformation within ZA/UM. The studio, which now comprises around 90 staff members, has seen a number of key individuals who were instrumental in "Disco Elysium" depart. This includes primary creatives Robert Kurvitz, Helen Hindpere, and Aleksander Rostov. Their absence from the "Zero Parades" project is a significant factor in the ongoing narrative surrounding the studio and its new work.

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Zero Parades and Disco Elysium Developer ZA/UM on AI: ‘We Don’t Use It’ - 1

New leadership, including veteran Allen Murray, is reportedly focusing on coaching, process maturity, and clarifying the studio's purpose. This indicates an effort to establish a new operational framework and creative direction. Despite these changes, "Zero Parades" is being positioned as a foundation for future narratives, though the original "Elysium" setting may be closed off. The game is slated for release this year, with its announcement generating considerable anticipation and debate.

Aesthetic and Gameplay Echoes of "Disco Elysium"

Zero Parades: For Dead Spies presents a visual and interactive experience that strongly recalls "Disco Elysium." Many observers have noted the striking resemblance in the art style, with its painterly backgrounds and isometric viewpoint. This aesthetic continuity has led some to describe the new game as "Disco Elysium with a different coat of paint" or "Disco Elysium in glasses and a moustache."

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Beyond the visual elements, core gameplay mechanics also appear to share a lineage. The implementation of a "thought" system, where players can gain, process, and choose to reinforce or reject internal concepts, is frequently cited as a direct parallel to "Disco Elysium." While the manner in which these thoughts impact modifiers and present opportunities might differ, the underlying structural approach is recognized as similar. The way characters speak and interact with the world is also described as having a familiar quality.

Zero Parades and Disco Elysium Developer ZA/UM on AI: ‘We Don’t Use It’ - 2

Key similarities observed:

  • Isometric perspective

  • Painterly art style

  • Narrative structure featuring a "thought" system

  • Character interaction and dialogue style

Narrative and Thematic Divergence

Despite the overt similarities, ZA/UM emphasizes that "Zero Parades" is distinct from its predecessor in its narrative and thematic focus. While "Disco Elysium" was characterized as an "introspective police investigation," "Zero Parades" is framed as a "psychedelic Cold-War espionage thriller." The game’s protagonist is an "operant" (a type of secret agent) tasked with rebuilding a fractured network and navigating complex geopolitical intrigue during the "End of History."

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The game's plot centers on Hershel Wilk, who is described as a tormented figure grappling with past failures and seeking to prove herself on a high-stakes assignment. The narrative involves global powers vying for dominance and a web of intrigue. This shift from an internal, psychological detective story to an external, geopolitical spy thriller represents a significant thematic departure, even as the structural and aesthetic elements may remain familiar.

Key thematic differences highlighted:

  • Genre: Espionage thriller vs. Police investigation

  • Setting: Cold War geopolitical landscape vs. Inner-city turmoil

  • Protagonist role: Operant/spy vs. Detective

  • Core conflict: Geopolitical intrigue vs. Personal/societal breakdown

Studio Departures and Creative Continuity

The development of "Zero Parades" occurs amidst a complex period for ZA/UM, marked by the departure of several key creative figures from "Disco Elysium." Robert Kurvitz, Helen Hindpere, and Aleksander Rostov, who were central to the original game's creation, are not involved with "Zero Parades." This exodus is a significant point of discussion regarding the studio's future creative output.

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Zero Parades and Disco Elysium Developer ZA/UM on AI: ‘We Don’t Use It’ - 3

Conversely, other individuals who worked on "Disco Elysium" in various capacities, such as Martin Luiga, Argo Tuulik, and Olga Moskvina, have since left ZA/UM to pursue other projects. Yet, writer and VO director Jim Ashilevi has spoken to the studio's ongoing identity, stating that the similarities are a result of "we're still the same people." This suggests that while the personnel has changed, a core group remains committed to certain creative principles. Allen Murray, the new lead, is focused on "coaching, process maturity, and clarifying the studio's purpose," indicating a strategic approach to managing the studio's evolution.

Key points on studio personnel:

  • Departed creatives: Robert Kurvitz, Helen Hindpere, Aleksander Rostov

  • Other former staff now working on new projects: Martin Luiga, Argo Tuulik, Olga Moskvina

  • Continuing staff speaking to studio identity: Jim Ashilevi

  • New leadership focus: Coaching, process maturity, studio purpose

Public Reception and Expectations

The unveiling of "Zero Parades" has been met with a mixture of anticipation and trepidation, largely stemming from its close association with "Disco Elysium." For many fans, the prospect of a game with similar narrative depth and artistic quality is exciting. However, there is also a segment of the audience that expresses concern that "Zero Parades" might be too similar, potentially failing to offer a novel experience or live up to the lofty expectations set by its predecessor.

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Some commentators suggest that "Disco Elysium" fans may have mixed feelings, wanting more of what made the original game special while also perhaps hoping for a new direction. The comparison is so strong that some advise against high expectations for those hoping for a direct sequel or a radical departure. The success of "Zero Parades" will likely depend on its ability to capture the essence of what made "Disco Elysium" beloved while establishing its own distinct identity and narrative voice.

Zero Parades and Disco Elysium Developer ZA/UM on AI: ‘We Don’t Use It’ - 4

Observed fan reactions:

  • Excitement for similar quality and style.

  • Concern over lack of originality or departure from "Disco Elysium."

  • Hope for a new experience while appreciating familiar elements.

  • Pressure to meet the high standard set by "Disco Elysium."

Expert Analysis and Commentary

Industry observers acknowledge the challenge ZA/UM faces in following up "Disco Elysium." Jim Ashilevi has indicated that the studio is "staying true to our vision" with "Zero Parades," suggesting a deliberate, albeit potentially risky, path. The studio's size, around 90 employees, provides a significant resource base. However, the absence of the primary creative team from "Disco Elysium" raises questions about the authenticity of the "ZA/UM vision" being presented in "Zero Parades."

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The game's positioning as a "spiritual successor" is common in the industry, implying shared DNA rather than direct continuation. With the "End of History" setting potentially being closed off for future "Elysium"-style narratives, "Zero Parades" seems intended to forge a new path. However, the pervasive "Disco Elysium-y" feel suggests that the studio is still leaning heavily on its past successes, a strategy that can be both a strength and a potential pitfall.

"ZA/UM isn’t straying far from its roots." - Jaxon.gg

"It’s true: If you squint at the gameplay footage of ZA/UM's Zero Parades, all you'll see is Disco Elysium with a different coat of paint." - PC Gamer

"If You're A Fan Of Disco Elysium, Don't Be Excited For Zero Parades" - TheGamer (Headline implies a strong caution)

Conclusion and Future Outlook

"Zero Parades: For Dead Spies" is poised to be a significant release for ZA/UM, yet it arrives under the considerable shadow of "Disco Elysium." The game's clear aesthetic and structural parallels to its acclaimed predecessor are undeniable and have fueled extensive discussion. While the studio emphasizes that the core creative team is still present and that the game offers a distinct narrative in the espionage genre, the visual and mechanical similarities are difficult to ignore.

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The ongoing evolution of ZA/UM, marked by leadership changes and the departure of key "Disco Elysium" creatives, adds another layer of complexity. The studio's ability to balance its established identity with a desire for new creative frontiers will be a critical factor in how "Zero Parades" is received. The game represents an effort to build upon a successful foundation while navigating a transformed internal landscape. Its success will hinge on whether it can forge a unique identity that satisfies both existing fans and newcomers, proving that the spirit of ZA/UM can indeed create compelling new experiences.

Next Steps:

  • Monitor player reception and critical reviews upon release.

  • Observe any further statements from ZA/UM regarding creative intent and evolution.

  • Track the progress of former ZA/UM creatives on their independent projects.

Most Used Sources:

Frequently Asked Questions

Q: What is 'Zero Parades: For Dead Spies'?
It is a new role-playing game from ZA/UM, the company that made 'Disco Elysium'. It is a spy story.
Q: Why do people say it looks like 'Disco Elysium'?
The new game has a similar art style and ways of playing, like a 'thought' system. Many people think it looks very much like the old game.
Q: Are the same people making 'Zero Parades'?
Some people who made 'Disco Elysium' have left. But the studio says the core team is still there, and that's why the games are similar.
Q: Is 'Zero Parades' a sequel to 'Disco Elysium'?
No, it is a different story and world. It is about spies during a Cold War period, not a detective story.
Q: When will 'Zero Parades' be released?
The game is planned to come out this year.