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

Developed over time first seen 2 months ago

Eurogamer ·

Eurogamer’s early impression argues that Star Wars Zero Company succeeds by treating Star Wars as an imaginative toybox rather than trying to recreate the films exactly. Its XCOM-inspired tactical play, customisable base and potential for player-made stories have made it appealing even to a writer with limited knowledge of much of the franchise’s newer material.

The game replaces XCOM’s usual two-action turns with three actions, adds directional Overwatch cones and includes Advantage Points. It also combines a buildable hub with street-level missions where favourite squad members may die, echoing the improvised adventures created with Star Wars figures, homemade vehicles and invented settings.

  • Zero Company makes Star Wars feel like an open-ended toybox.
  • Its tactical systems revise familiar XCOM mechanics.
  • Custom squads and permanent losses encourage personal stories.

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Star Wars is a long-running science-fiction series set in a galaxy of rival governments, rebel groups, space travel and unusual powers known as the Force. Its best-known stories follow characters such as Luke Skywalker, Darth Vader and Princess Leia, but the setting also contains many soldiers, criminals, alien species and worlds beyond the films’ main cast.

Star Wars games have taken many forms, from action adventures that closely follow film characters to strategy games that let players command larger forces. XCOM is a separate series of turn-based strategy games in which players manage a team of soldiers, make careful moves during missions and face the possibility that characters can be permanently killed.

Zero Company uses that squad-based approach in the Star Wars setting. The appeal of this kind of game can come from players making their own decisions about a group of characters, rather than simply replaying a familiar film story.

Both sides, in good faith

The strongest fair case each way — we don't pick a winner.

The case for

A Star Wars game can be strongest when it treats the setting as a playground rather than a museum piece. Tactical systems, custom squads and permanent consequences let players create personal stories in the universe, capturing the imaginative freedom many associated with playing with the toys rather than merely replaying familiar film scenes. This approach can also make the licence welcoming to people who are less invested in canon.

The case against

Many players reasonably want Star Wars games to foreground the films’ distinctive characters, drama and cinematic spectacle. A strong connection to established stories and visual language can provide emotional clarity and authenticity that an open-ended tactical sandbox may not, especially for fans seeking to inhabit recognisable moments from the saga. Departing too far from that may risk making the Star Wars identity feel secondary to the underlying strategy game.

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