'Star Wars Zero Company' Interview Details Some Exciting Things To Look For In The Game
Image Source: StarWars.com
With a new trailer revealed at Summer Game Fest for Star Wars Zero Company, excitement has been high for the turn-based tactics games by Bit Reactor. So, naturally, interviews to dive deeper into the game were sure to happen. Will Fulton of Xbox Wire got to talk with Bit Reactor CEO and Creative Director Greg Foertsch and Lead Designer James Brawley about this first game for the studio.
Set during the Clone Wars, Zero Company sees former captain of the Grand Army of the Republic, Hawks, recruit operators for Zero Company as he hunts down a threat that could drastically alter the galaxy. Along with the many named characters that will be encountered and recruited during this adventure, custom operators can be made to fill out the ranks.
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Image Source: EA
Those operators are the heart of the narrative, because, as Foertsch puts it, “Star Wars, at its best, is about relationships and found families.” Having the characters bond is something Brawley says was considered pretty early on. “Building their relationships should help you, the player, feel like you are not just building a company or a team – you are building friendships between these characters. You are building relationships that matter and would then map into the gameplay in some kind of beneficial way, that would deepen it a little bit.”
As such, every character’s relationship with each other is tracked. In some cases, relationships will start in the negative. “But as you send them on missions together, completing those missions will increase the bond relationships between each of those characters, as well as certain actions in combat,” as Brawley reveals. Such actions include a medic healing another character. Having characters assist with attacks can also boost those relationships.
Image Source: EA
The tactics within Zero Company are strong, with the regular action points determining things like movement and attacking. But there is also the advantage points system, which is shared across the entire team. Powerful abilities use the advantage points, offering an extra action during a turn. As Brawley explains, “If I want my soldier to fire a rocket, it will consume the advantage that I might use to have my medic use morale boost to provide regeneration to the team, for example.”
Brawley calls Zero Company a wondrous playground in which players can explore possibilities of team composition within the Star Wars galaxy, Foertsch ties that into the narrative. “While everybody has a canon result, your journey and all the stuff that happens in the middle is different than mine, and every time you play it, it could be different based on the relationships you build and the characters you decide to grow, the specializations you choose.”
It does seem that Zero Company will have players hooked into a story that could be considered their own. Through their own actions with the characters they recruit, the characters they lose, and the relationships they build along the way. The mission to save the galaxy begins when Star Wars Zero Company launches August 27 on PS5, Xbox Series X|S, and PC.
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Sources: Xbox Wire