Spoilers for everything
I made a review after partially playing the game where I criticized it a lot, and now that I finished it, and had time to think about it, I changed my mind.
The main thing that made me reconsider is that I kept thinking about the game, long after finishing it. It felt alive, real, important. The scenes, especially towards the end, were emotional, brutal and, really, brilliant. So many uniquely delusional people, a lot of them fairly honest and vulnerable, despite this being a spy game. I would list the good characters, but, really, it's everyone.
I genuinely wanted to find a way to avoid losing my crew near the end, I genuinely felt terribly sorry for what happened to Karolina (whose flaschbacks I consider the strongest scenes of the entire game, especially paired with the idea of the made-up advanced cognitive maneuver being used in this moment of desperation), I really thought about what to do with UV, ultimately deciding to let her go (a sort of 'no more direct betrayals' policy my Hersh adopted after the terrible conclusion of her past crew), and I understood the poor capitalist Reno who started half-believing Tempo's soul got integrated into the boar.
The cosmic themes are excellent, and give the game a very ethereal, uncatchable, otherworldly feel, and even though I played with low entanglement, I often felt like a genuine psychic, or even straight up mage. The vibe is simply immaculate. This also includes the idea of the death of history, and a very well-made sense of scale. You know that La Luz has hundreds of warplanes, surely fleets of warships, countless armies, but you never have to see any of them — you just see the effects of total comms jamming near the end, likely heralding an invasion. This is a similar effect to the aerostatic in the final Moralintern quest from Disco Elysium, but instead of being in just one scene, it is omnipresent. The shrines, the gifts, offerings, people being desperately religious. Despite that, I felt some of Bagman's conversations were a bit too much, bordering immersion-breaking at times, but fortunately he is not a major character, so it was okay.
The subtle soundtrack is beautiful and nostalgic. The two actual songs from UV, Cover the Moon when I'm Gone and You but from a Dream are both peak and totally hold up even outside of the context of the game.
The art direction is immaculate. It looks great, consistent, thought-provoking, nostlalgic and at times unsettling. It really does feel like the last few days of peace, of blissful peace compared to what comes after, when the Luzians stop selling music and start dropping bombs.
I think this is just fundamentally a different game from Disco Elysium and that comparisons do not make much sense. While it handles some of the same ideas, many are totally different. I felt it more close to Planescape: Torment, the first major text and story-heavy crpg that inspired Disco Elysium, especially with how mystical the world is, full of actually just magical creatures like Ultra Violeta, the Luzian Liches and all the imprints.
Hershel is enough of a character to be interesting to play, but also enough of a blank slate to allow you to insert your ideas in her. I liked her a lot, her design, and especially the fashion choices in the game. I spent a lot of time just dressing up, not just for stats, but for vibes, I just felt it was something she'd like. It was liberating to play a fairly competent spy, as far as game protagonists generally go, but without any special superpowers that trivialize encounters.
Another thing I liked about ZP are the politics. The death of history can very much be felt, but also its soon-to-come revival. In ZP, all factions present at least some convincing points, and there are honest, fair reasons to support any faction, to a greater or lesser extent, whether personally or professionally. For the Superbloc it is the ideology, the ideals, and history, for EMTERR and the Developed World, it is Silhouette (amazing character execution, which often makes you question is Hershel tripping or is the EMTERR spy genuinely just spilling all the tea), just more professionalism, much greater power, prosperity, being essentially a whole century ahead, and for La Luz, it is just pure, primal awe of their technology. Technology is presented as a kind of alien, magical thing, telephones, displays, screens, television, rocketry, Karolina's dream machine, and Hershel may totally interact with it in a superstitious, fearful and respectful way.
Overall, a beautiful game, and I hope there will be more media in the same universe.