Zero Company is becoming everything I wanted XCOM 2 to be

Destructoid ·

Zero Company, a turn-based strategy game set in the Star Wars universe, has exceeded the writer’s expectations and eased their disappointment with XCOM 2. Its clear presentation of hit chances and enemy positions, along with more flexible action points, makes battles feel fairer and gives players more control.

The writer contrasts this with frustrations in the XCOM games, including steep early difficulty, technical problems at XCOM 2’s launch and a campaign timer they found awkward. Zero Company’s handcrafted missions put players straight into combat, using incoming threats as a more natural time pressure. The game is currently too easy for the writer, but newly added campaign modifiers may provide a tougher challenge.

In short

  • Zero Company has won over an XCOM 2 sceptic.
  • Clear information and flexible actions make combat feel fairer.
  • New campaign modifiers may address its low difficulty.

Explained simply

Zero Company is a turn-based strategy game set in the Star Wars universe. Players guide a squad through battles, choosing where to move and when to attack; the game shows hit chances and enemy positions to help them judge those choices.

It is being compared with XCOM, a series of squad-based strategy games in which players manage soldiers and fight alien threats. XCOM 2 has been praised for its depth, but some players have criticised its early difficulty, launch problems and campaign timer.

The comparison matters because both games ask players to plan under pressure, but they structure missions and combat differently. Zero Company’s approach may appeal to players who want clearer information during battles and a more direct sense of urgency.

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