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Star Wars Zero Company understands that Star Wars games should feel less like the movies and more like the toys

I'm still early days on Star Wars Zero Company, but I think I'm in love. And this is kind of expected and also kind of strange. It's kind of expected because this is XCOM: Star Wars at first glance, and jeepers I love XCOM. I love moving my little units around, pondering when to advance and when to hang back, and I even love missing a shot that surely was almost a dead cert. Read more

Star Wars Zero Company understands that Star Wars games should feel less like the movies and more like the toys

XCOM: Star Wars, also known as Star Wars Zero Company, has captured the author's attention despite being in its early stages. The game offers a unique take on the genre, borrowing elements from XCOM and introducing new features such as three action points per turn, a cone for directing Overwatch, and Advantage Points. While the author admits to being a lapsed Star Wars fan, they find themselves deeply engrossed in the game's mechanics and world-building.

The author believes that Star Wars games should prioritize the feeling of playing with toys rather than mimicking the movies. Toys, they argue, encourage creativity and allow players to reimagine the characters and settings in their own unique ways. They draw comparisons to playing with Star Wars toys in the 1980s, where the focus was on creating stories and scenarios using limited resources.

The structure and pacing of turn-based combat games, such as Zero Company, seem to align well with the toy-like experience. The author draws parallels between the game and playing with action figures, where the focus is on small skirmishes and tactical decision-making. The emphasis on cover, slow progress, and turns resonates with the limitations and joys of playing with physical toys.

One key aspect that sets Zero Company apart from other Star Wars games is its focus on scarcity and intimacy. The limited number of action figures available during the author's childhood led to a more personal and intimate gaming experience. Similarly, Zero Company's tactical approach allows players to immerse themselves in the world of Star Wars without overwhelming them with excessive resources or fast-paced action.

The game's slower pace and focus on individual units enable players to appreciate the unique qualities of each character, much like how individual toys in a child's collection often stood out.

In comparison to games like Battlefront, which prioritize fast-paced, sport-like gameplay, Zero Company offers a more thoughtful and deliberate gaming experience. While Battlefront may cater to a broader audience with its expansive scale and competitive multiplayer, Zero Company appeals to those who appreciate the intricate details and imaginative storytelling that come with playing with toys.

Ultimately, the author suggests that Star Wars Zero Company successfully captures the essence of playing with Star Wars toys, providing a nostalgic and immersive experience for fans who appreciate the finer details and creative freedom that comes with building their own Star Wars universe.

Written by urgent.news from Eurogamer's reporting — not their text. Machine-written — may contain errors; check the original before relying on it.

Read the original at eurogamer.net →

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