Star Wars Zero Company Is Good But Seems To Play Things Too Safe

I was hoping "XCOM but Star Wars" would have been a little bit more than just Star Wars painted over XCOM.


I’m a bit bummed that I don’t like Star Wars Zero Company more than I do. The upcoming turn-based-tactics game is set during my absolute favorite moment in the Star Wars’ timeline, The Clone Wars, and games that are just like it–like XCOM: Chimera Squad and Marvel’s Midnight Suns–are some of my most-played games in recent years. If pressed, I’d tell you that Zero Company is a good game (or at least, the four hours of it I’ve played are good). But of what I’ve seen so far, there’s nothing about the game that makes it really stand out from its peers. Zero Company seems to play things too safe, sticking to a tried-and-true formula that works.

Zero Company has you play as Hawks, a former military officer who is now leading the titular squad, a group of operatives who engage in all types of missions for credits. In missions, you command Hawks and several teammates (typically three others) through turn-based battles, directing how each operator uses their three action points per turn to move through a firefight and shoot enemy soldiers. Squadmates possess unique abilities that allow them to specialize in specific combat roles as well, and all share a pool of cumulating points that can be spent at any time to unleash a character’s specific powerful attack, like firing a rocket launcher.

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