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  • 10 minutes ago
We spent 12 hours with Star Wars Zero Company, a new squad-based tactics game. While its combat is satisfying and its progression rewards intelligent choices, it seems to be missing the playful spark and whimsy we expect from a galaxy far, far away.
Transcript
00:0012 Hours with Star Wars Zero Company tells me it's a solid tactics game. Grounded in
00:04its setting, satisfying in its combat, and with squad based progression that's quick
00:08to reward intelligent choices. But it lacks the playful spark I think it needs to sustain
00:13what promises to be a meaty campaign that weaves through the background of one of Star
00:16Wars' most sprawling eras. The first few missions limit you to a group of characters
00:20that rely almost entirely on their rifle skills. Different weapons allow for different strategies,
00:25sure, and all weapons can be augmented with character specific abilities, combined with
00:29Zero Company's backup system where each character can ask for help from an ally, it's really
00:33satisfying, but it quickly starts to feel like a bit of a one trick droid. The best turn based
00:37RPGs of the past decade are those that show you a battlefield in a ruleset and set you
00:42free to navigate them as you see fit. Sometimes that means games like Baldur's Gate 3, where
00:46combat is an enormous sandbox. Other times it means the guesswork and deadly stakes of
00:51XCOM 2. Even on a smaller scale, the likes of fights in tight spaces and tactical breach
00:55wizards prove that a playful approach, driven by experimentation rather than optimisation,
01:00are what elevate an amazing strategy game. Zero Company is perfectly competent, but it's
01:04missing the whimsy that it should have been able to take from a galaxy far far away.
01:08What madness does it mean by anyone who can do if the sucks period is lost behind a range of

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