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Star Wars Zero Company's permadeath makes it a better RPG than most RPGs, even though it's not really an RPG

Choice and consequence vs. death and consequence.

Star Wars Zero Company's permadeath makes it a better RPG than most RPGs, even though it's not really an RPG

The article discusses the unique aspects of Star Wars Zero Company, a game that blends RPG elements with tactics gameplay. The author, Ted Litchfield, highlights how the game's permadeath feature, where characters can be permanently killed, adds a new level of reactivity and personal investment that he has not experienced in other RPGs.

Zero Company's focus on story and gameplay allows for meaningful consequences and a heightened sense of personal investment in companions and their stories, even though the game lacks the branching dialogue trees and minute reactivity of many other RPGs. Litchfield expresses his desire for future games from Bit Reactor, the developer of Zero Company, to further incorporate permadeath and the impact of player choices on the story, as the current experience is already a remarkable first outing.

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

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