Star Wars Zero Company is poised to satisfy a growing demand for tactical gameplay reminiscent of the beloved XCOM series. The game features turn-based combat, where players navigate the complexities of soldier management and strategic positioning, echoing the thrilling experiences that have defined the modern tactics genre. After engaging with a preview build through 18 cycles, the experience often felt akin to a Star Wars-themed XCOM 2 mod, albeit with higher production values. This familiarity is no accident; Bit Reactor, the developer, was founded by Greg Foertsch, a former art director at Firaxis, along with several other veterans from the studio.
Risky business
However, drawing direct comparisons to XCOM, particularly XCOM 2, carries inherent risks. The fate of XCOM: Chimera Squad serves as a cautionary tale, showcasing how its shortcomings were magnified due to its association with a beloved predecessor. Early gameplay in Zero Company raises similar concerns; while it offers a very XCOM-like experience, it distinctly lacks the original’s depth.
When the mechanics align, the gameplay shines. In one mission, my squad found itself outnumbered and surrounded. Positioned strategically, I anticipated a successful counterattack, only to witness a series of shots—each boasting an 80-90% hit chance—miss entirely. Frustration mounted as my squad took heavy damage, but I had a plan. Armed with abilities that granted extra action points and free shots, I was ready to turn the tide.
Once back in control, I activated a backup ability, allowing my clone ally Trick to strike a Separatist, triggering a follow-up attack from a comrade. With some clever repositioning, I maneuvered a squad member behind enemy lines, avoiding the cover that protected their comrades. A well-timed grenade followed, shattering the enemy’s defenses. The momentum shifted, and my leader’s ability to grant an additional action point to a robust squad member led to a decisive melee attack against a Separatist.
By anticipating the enemy’s next move, I held back a squad member to taunt a group of foes, activating his retaliation ability. This strategic choice meant that four enemies would target him, allowing him to shoot back each time they fired. When reinforcements arrived, they were met with a barrage of overwatch fire, a tactical choice that felt both satisfying and strategic.
The game’s design emphasizes teamwork and flexibility, even in its early stages, which is a reassuring sign for players. The astromech droid class exemplifies this unique approach, serving as a support role rather than a frontline combatant. These droids can provide extra action points and buffs, and their self-healing capabilities allow them to remain viable without constant protection.
Yet, my enthusiasm is tempered by moments where the combat feels like a diluted version of the XCOM 2 model. The absence of fog of war, patrolling units, and surprise attacks diminishes the tension typically found in tactical games. Additionally, the combat arenas, often small and cluttered with crates, lack the diversity one might expect from a galaxy as expansive as Star Wars. The variety of enemies, primarily consisting of armed humans and droids, feels somewhat conservative, especially in a universe teeming with diverse life forms.
Midnight Snack
While the battles evoke a familiar XCOM feel, many innovative elements draw inspiration from Midnight Suns, a project Foertsch was involved with before founding Bit Reactor. The focus on camaraderie, pre-battle interactions, and mid-fight team-ups enhances the overall experience. These elements, whether mechanical or narrative, contribute to a richer gameplay atmosphere.
However, the execution falls short of Midnight Suns’ depth. The Den, the game’s base, is significantly smaller than the Abbey, and interactions are brief. The team-up mechanics, while beneficial, lack the robust implementation seen in Firaxis’s title. The stakes feel higher in Zero Company, as any squad member can die, creating a palpable sense of loss that resonates throughout gameplay. For those averse to permadeath, the option to disable it is available.
Despite some reservations, my time with Zero Company has been enjoyable. The squad management and progression systems are robust, allowing for creative builds and combinations. I’ve found particular joy in crafting a pistol-wielding gunslinger who excels in critical hits, alongside building formidable tanks capable of absorbing damage and retaliating effectively.
While my experience has been positive, it hasn’t quite met my expectations. I anticipated a more significant evolution in the tactics genre, especially given the legacy of XCOM 2. As it stands, Zero Company has yet to dethrone its predecessor, and it remains to be seen if it can take bolder strides as the campaign unfolds. If not, I may find myself longing for the tactical depth offered by XCOM and Midnight Suns once again.