Star Wars Zero Company’s permadeath makes it a better RPG than most RPGs, even though it’s not really an RPG

  • Posted by:
  • Posted on:
  • Category:
    BlogBlog
  • System:
    Unknown
  • Price:
    USD 0


Dungeon Master

Welcome to Dungeon Master, PC Gamer’s regular RPG column, where Online Editor Fraser Brown delves into PC gaming’s most beloved and enduring genre. This week, Associate Editor Ted Litchfield has subbed in to trade iron short swords and goblins for blaster rifles and clone troopers

When I first tried Star Wars Zero Company for preview, its rhythm reminded me quite a bit of Mass Effect 2: Walk around your home base, upgrade stuff, talk to people, select non-combat activities and missions from a galaxy map, and enter levels that feel “strictly business.” Heavy on the combat, with minimal nonviolent gameplay.

It really struck me that Zero Company evolved into this form that has a lot of appeal for the story-heavy RPG fan like myself, but emerged out of a very different, tactics game lineage. That process of reverse-engineering something very RPG-like from a separate but related genre has resulted in a game that I’m not sure the likes of Owlcat, Obsidian, or Larian ever would have made.



Source link

Rating

0

( 0 Votes )
Please Rate!
Star Wars Zero Company’s permadeath makes it a better RPG than most RPGs, even though it’s not really an RPG

No votes so far! Be the first to rate this post.

Leave a Reply

Your email address will not be published. Required fields are marked *