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  • 1 week ago
This review delves into the turn-based strategy of Star Wars Zero Company. See how this title brings a big-budget feel to the tactics genre, complete with blasters and lightsabers.
Transcript
00:00Zero Company's permadeath is a tradition borrowed, like so many of the game's essentials, from
00:04XCOM.
00:05There, finishing the campaign with a couple of dozen body bags to your name could be
00:09written off as an unqualified success.
00:10Zero Company dangles this threat right from the beginning, killing off one of your starting
00:14roster in the tutorial just to show that it means business, but that also illustrates
00:18just how thoroughly you need to fail for this to ever be a concern.
00:22I don't have a huge problem with Zero Company's reticence to reinvent the wheel, not least
00:25because, well, it's a really damn good wheel.
00:28Besides, it's been long enough.
00:30In the decades since XCOM 2, we've been blessed with a wide variety of takes on the format,
00:34from Into the Breach's Bonsai Tree Perfection, to Mugenics' Wild Excesses, and of course,
00:40Marvel's Midnight Suns.
00:41Having played them all, I've still got room in my heart for a more conventional take,
00:45especially one with the kind of big budget production values I never expected to see
00:49lavished on this genre.
00:50Star Wars Zero Company does exactly what it promises, XCOM, but in a galaxy far, far away.
00:55It might not reinvent the format like Midnight Suns, but it's a rare treat to see the tactics
00:59genre given this kind of big budget treatment.
01:02And lightsabers only sweeten the deal.
01:04And lightsabers only sweeten the deal.
01:04No doubt.
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