Tobold's Blog
Friday, September 04, 2026
 
Classic games and cheap tricks

I am still having a lot of fun on my first playthrough of Star Wars Zero Company. Having said that, being over half through the game, I realized why this isn't going to become a classic game for me like XCOM 2 is. Star Wars Zero Company is using some cheap tricks to evoke a positive reaction from players, but those aren't sustainable, and ultimately hurt replayability. And no, I'm not talking about the cheap trick of calling the archvillain "Fathom", for the sole purpose to be able to name one of your chapters "The Fathom Menace" ...

In XCOM 2, battle maps are semi-procedurally generated. That results in much of your game experience being emergent, like rushing through a door and finding more aliens there than you had thought. In Star Wars Zero Company, battle maps are handcrafted, fixed, and scripted. In one mission you are allowed to control Anakin Skywalker, who is massively more powerful than your regular mercenaries. Cool! But only once. On your second run you'll know that will be coming, and rofl-stomping through the same level with the same overpowered character that isn't yours is already a lot less fun. Another mission has the battlefield exploding behind you, forcing you to move forward. Interesting! But only once. And the list goes on and on.

Basically, in XCOM 2 your "oh shit" moments happen as a result of the combination of the random setup and your decisions. In Star Wars Zero Company those "oh shit" moments are scripted jump scares. They only work once. Even the regular tactical gameplay gets a lot easier if you remember the map: On some maps the danger lies in the large number of small battle droids, and so the next time you'll take blaster pistols that fire a lot of shots. Elsewhere the challenge is big enemies with armor, so a repeater is the better choice of weapon. Some maps have a lot of bridges to shove enemies off, so you better take concussion grenades that do exactly that. I could play this game on the highest difficulty level if I would bother to start every battle, look around, then reload the situation back at the base and choose my team members and equipment in function of the battle ahead. A grenade that only hurts droids, not organic lifeforms, is only useful if you know ahead of time what your enemies are.

Of course XCOM 2 shares the problem with Star Wars Zero Company regarding the main events of the story. The same cutscenes and dialogues are less interesting the second time around, and the same turn of events aren't so interesting if you already prepared for them. Still I think that XCOM 2 has a much better replayability than Star Wars Zero Company, which I don't feel playing more than once.

Comments: Post a Comment

<< Home
‹Older

  Powered by Blogger   Free Page Rank Tool