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Yes, Zero Company really is Star Wars XCOM, and it’s got the permadeath to prove it


Star Wars Zero Company | Official Announce Trailer – YouTube


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When Bit Reactor’s game director Greg Foertsch confirms to me that Star Wars Zero Company has permadeath, I can’t help but grin. In retrospect, it might be a bit odd for me to get so psyched about the shadow of mortality, but this one choice says so much about what kind of game—and what kind of Star Wars—Zero Company is going to be.

We’ve been calling this game “Star Wars XCOM” for a long time now, thanks to the studio’s deep bench of former Firaxis developers. But at this point we’ve been bitten by an awful lot of supposed spiritual successors that really are just turn-based tactics games. XCOM is that, but it’s more as well.

(Image credit: Bit Reactor)

XCOM isn’t just about directing your soldiers around a battlefield, but being invested in their emergent little stories. Caring who succeeds and who fails, and risking something when you send them out into the firing line.

If anything, Zero Company seems ready to take that idea even further. Soldiers you create can be customised to the class and appearance you want, but appropriately for Star Wars you can also choose their species. Then the game also has authored characters—the crew seen in the trailer and art—who turn up already armed with personalities, backstories, and roles in the story. But not only will they have a degree of customisation too, they’re not exempt from permadeath, and if they are lost in some Outer Rim skirmish, that will actually affect how elements of the story play out.

(Image credit: Bit Reactor)

I should say, there’s optional permadeath—the difficulty settings will allow you to turn it off if the idea of watching your favourite Jedi fall to blaster fire doesn’t float your boat. A key goal of Zero Company is to bring new players to the genre. One part of that equation is accessibility—providing those difficulty options and not overwhelming players with abilities and unlocks early on, so that “if you want to play it just for the story, great… but if you want to play it for the pain, then you’re welcome to play it for that too,” as Foertsch puts it.

(Image credit: Bit Reactor)

The thing he’s keen to hammer home—as he was when I spoke to him last year—is that appealing to new players doesn’t mean sacrificing depth for the hardcore strategy fans. “I don’t think it’s a choice in that sense,” says Foertsch. “You can absolutely do both.”

Originally posted by www.pcgamer.com

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