Two locked doors, two surprisingly funny and nuanced dialogue puzzles.

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RPG developer ZA/UM has a difficult—maybe impossible—wire to walk with Zero Parades, its follow-up to Disco Elysium. The spy thriller wants to strike a different tone to one of the best RPGs ever made while still working in the same verbose style. And while parts of it indeed feel very similar, as PC Gamer's Joshua Wolens noted from the Steam demo, a longer build I played this week at San Francisco's Game Developers Conference delivered some fantastical spycraft situations that I think embody the ideal of Disco-with-a-twist.

Stepping into the shoes of disgraced and confused spy Hershel, brought in from the cold after a colossal fuck-up for one last chance, I tried to stay on-mission by tracking down another agent who's been disappeared by the mysterious forces at work in the city of Portofiro. Talking to the locals helped me narrow down his location to a sketchy warehouse by the water's edge, and after skulking around the edges of the building I found the front door. Locked, of course, but an intercom offered me a tantalizing option: could I talk my way inside instead of sneaking in?

I pressed the buzzer, and the resulting conversation tree gave me everything I wanted from the situation: Unexpected comedy, sincerity, sarcasm, problem-solving, and a dramatic skill check that embodied Disco's tendency to offer dramatic outcomes for rolls, good or bad.

My favorite bit of this encounter—the part that reminded me of the ways Disco's conversations often flew off in unanticipated and absurd directions—was the option to peel the plastic from the intercom. It's deftly done, communicating that the security at this facility has been set up recently and in haste, while also reappearing in the conversation in a meaningful way rather than just being a one-and-done bit of flair.

And then that sincere dialogue option actually paying off by reducing my character's anxiety? Even in that short back-and-forth, Zero Parades gave me some meaningful choices in molding who Hershel is—whether she stays "in character" as a spy, or lashes out, or lets herself be vulnerable for a moment.

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My powers of persuasion weren't potent enough to get me in the front door, but a bit more investigating led me to an underground entrance that was, itself, locked. But the keypad here seemed more promising than the ...Read more: Full article on www.pcgamer.com

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