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Zero Parades and Slay the Princess Redefine Choice in Games

Polygon's list argues that the most meaningful game choices often shape character and moment-to-moment play, not just the final ending

By AXY Gaming Desk ·

Reporting via Polygon
Reporting via Polygon (Shadowgate · CC BY 2.0 · via Wikimedia Commons)

Key points

Polygon has published a list of three video games in which player choices do more than steer the ending, according to a column dated October 20, 2026. The piece opens with the open-world role-playing game The Blood of Dawnwalker, whose many choices prompted the writer to ask what it really means for decisions to matter in a video game. The column then focuses on two titles in detail: Zero Parades: For Dead Spies, a spy story set in the fictional town of Portofiro, and Slay the Princess, a shorter, experimental project from the studio Black Tabby. The third game on the list is not covered in the portion of the article available for this report.

The core argument is that choice matters most when it changes how a game feels to play, not only what the last screen says. That is a useful lens for a genre that has long sold itself on decisions, and it is worth understanding why the question is still open.

Why big endings have long defined choice in games

Branching narratives are stories in which the player's decisions lead the plot down different paths. They are one of the most familiar tools in role-playing games, where a player's choices in conversation or combat can change which characters survive, which alliances form and how the story concludes. The appeal is simple. A well-built branch makes a player feel that the world responds to them, especially when they have grown attached to the people in it.

Polygon's column points to two well-known examples. Baldur's Gate 3, the role-playing game from Larian Studios released in 2023, drew a great deal of attention to its many endings, which became a point of discussion among players and critics. The writer also notes that the Mass Effect trilogy from BioWare was often judged by its final outcomes. The most debated of these was the ending of Mass Effect 3, released in 2012, which drew widespread criticism from fans who felt the conclusions did not reflect the choices they had made across the series. The writer argues that this focus on endings has overshadowed smaller decisions that affected the games in subtler ways.

The column also suggests that large-scale branches have become predictable. Their form has settled into familiar patterns, with clearly marked choices, visible consequences and a final menu of outcomes. The author therefore chose three games that use branching in bolder or less expected ways.

Zero Parades: For Dead Spies and the choice to act as a character

Zero Parades: For Dead Spies is described by Polygon as a rare work in which choices affect not only the story but also the protagonist's actions. The player controls Hershel, a former spy who has been decommissioned. The column says a series of catastrophic incidents left her in a room with a comatose person, with no memory of how she arrived there. The central task is to work out a dangerous plot in Portofiro and possibly find redemption, although the writer adds that this outcome is not guaranteed.

The game is available on Windows PC, according to the article, and versions for the Nintendo Switch 2 and PlayStation 5 are planned for November 2026. For readers unfamiliar with the format, a role-playing game in this tradition is often called a CRPG, or computer role-playing game. These games typically rely on character statistics, dialogue options and skill checks that determine whether a player can persuade someone or uncover information. Players usually build a character by investing points in abilities, and those abilities shape what they can attempt.

Polygon says Zero Parades shares this foundation with its spiritual predecessor, Disco Elysium, the 2019 game developed by ZA/UM, which is widely admired for its writing and its use of internal voices and mental skills. According to the column, Zero Parades uses persuasion and knowledge in a more expansive way than typical CRPGs. Rather than mainly opening locks or telling lies, these skills can unlock new perspectives on events. Even minor successes can produce lore that deepens the story. The writer argues that the quality of the writing makes such moments feel as rewarding as a new story path.

The article also describes a darker side to the system. Players can fall into states of delusion, and in one example the writer describes forming a bond with a drunken businessman over shared delusions about a goddess. If the delusion stat maxes out, the character dies. Fatigue and anxiety stats can produce similar outcomes. The column's point is that the mechanics mirror the strain of a difficult life, and that the player's choices carry real costs in the character's mind as well as in the plot.

Why the "yes, and" design creates uncertainty

A central idea in Polygon's account is that Zero Parades rarely closes off a path entirely. The writer calls the design a "yes, and" approach. Even when a decision seems very wrong, or even fatal, the game usually leaves a way forward, although that route may be very different from what the player expected.

This design produces a feeling of perpetual uncertainty. The player may not know what the right move is and may have to act on incomplete understanding. Polygon argues that this is exactly the experience of Hershel, a character who is also piecing together what has happened to her. In that sense, the choices do not just change outcomes; they make the player think and behave like the character. The column says it cannot name another game that uses choice to embody a character so fully, including Disco Elysium.

For players, this approach changes the emotional stakes of a decision. A bad choice does not necessarily end a route, which can make failure feel less like a punishment and more like part of an unfolding story. For developers, it raises a design challenge: a game that never fully closes off options must still give players a sense that their decisions matter.

Slay the Princess and experimental, contained choice

Polygon describes Black Tabby as a studio that enjoys pushing the limits of choice-driven narrative. While working on Scarlet Hollow, a larger project, the duo set out to make Slay the Princess as a more contained and experimental game. The premise, as the column describes it, is that the player is a valiant warrior who must enter a cabin, descend to its basement and slay a princess imprisoned there. The narrator insists she is dangerous and not human, but a monster disguised as an innocent maiden.

The article says the player's actions ripple across the rest of the game in unexpected ways. The portion of the column available for this report does not detail those consequences, so this report does not describe them beyond that. What the piece makes clear is the intent: a shorter, focused experiment in which the premise itself invites the player to question what they are being told.

The comparison with the larger branching epics that dominate the genre is the point. A game of limited scope can show how choice works when it is concentrated, unusual and deliberately unsettling, without requiring hundreds of hours of content.

What the examples suggest about the future of choice

Polygon's column makes a broader argument: that the most memorable choices are not always the biggest. A decision that alters how a character thinks, what information they uncover or how they respond to pressure can create a stronger connection than a dramatic fork that appears on a final menu. Analysts and players who follow narrative design may see this as a shift in how studios measure success, moving from counting endings to measuring how decisions shape the experience moment by moment.

This could influence how future role-playing games are built. Developers facing large budgets and long development times may find that smaller, sharper branches offer depth without requiring an enormous volume of content. Yet the approach also carries risks. Systems that never close off paths can frustrate players who want clear feedback, and mechanics such as delusion or fatigue can be hard to balance so that they feel meaningful rather than punitive.

What to watch next

The immediate question for readers is where they can play these games. According to Polygon, Zero Parades is currently listed for Windows PC, with versions for the Nintendo Switch 2 and PlayStation 5 planned for November 2026. Slay the Princess is listed for PlayStation 4, PlayStation 5, Switch, Windows PC, Xbox One and Xbox Series X. The Blood of Dawnwalker, which opened the column, is the subject of the writer's initial praise for its choices, and readers interested in that game will want to watch for further coverage of how its decisions work in practice.

For players who want to understand the debate, the three games offer a useful comparison. They show that choice can shape a character's inner life, the tone of a story and the way a player acts, not just which ending appears. Whether that idea becomes a broader trend will depend on how these games are received and how other studios respond.

Questions and answers

What is Zero Parades: For Dead Spies?

Polygon describes it as a role-playing game in which the player controls Hershel, a decommissioned spy, who must uncover a dangerous plot in the fictional town of Portofiro. Its choices affect both the story and the character's actions.

Which platforms is Zero Parades available on?

According to Polygon, Zero Parades is available on Windows PC, with Nintendo Switch 2 and PlayStation 5 versions planned for November 2026.

Why do game choices often focus on endings?

Polygon says large branching narratives are satisfying because they give players a sense of influence over events and characters, and games like Baldur's Gate 3 and the Mass Effect trilogy drew attention for their endings.

What is Slay the Princess?

Polygon describes it as a more contained and experimental game from Black Tabby, made while the studio was working on the larger Scarlet Hollow. The player is a warrior tasked with slaying a princess in a basement.

Topics: Zero Parades: For Dead Spies, Slay the Princess, Black Tabby, Polygon, The Blood of Dawnwalker, Branching narratives, Role-playing games

Sources: Polygon

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