I had hoped for a little bit more from Star Wars: Zero Company

Zero Company is a great tactics game that’s just a little too shallow in the progression department

I had hoped for a little bit more from Star Wars: Zero Company
Image: Bit Reactor

Star Wars: Zero Company is a dream game for me. XCOM-style tactics set in a galaxy far, far away.

Well the game is out, it’s gotten rave reviews, I’m about 20 hours in and… I find myself wishing it had just a bit more depth to it.

It doesn’t necessarily need a lot. It’s not like the game is completely devoid of meaningful decisions or risky shots. It’s just missing my favorite aspect of XCOM, Midnight Suns, and Fire Emblem: meaningful progression.

See, one thing I really love in a tactics game is that feeling of expanded options and power. I want to look back at an XCOM soldier and remember when all he had was a pump-action shotgun and a big sword. Now he’s got a plasma blaster and a damn lightsaber. A journey was had.

I get that same feeling in Midnight Suns when I start getting Epic and Legendary cards for my characters, or new ways to interact with the environment. Or when I upgrade the class for my Fire Emblem characters.