Eurogamer
Star Wars Zero Company understands that Star Wars games should feel less like the movies and more like the toys

Summary
Star Wars Zero Company is a turn-based strategy game in the mold of XCOM. In an early-play preview, the author falls in love with it—partly because it looks like 'Star Wars XCOM' and the author adores XCOM’s tactical loop: moving units, deciding when to press forward or hold back, and even the delightful frustration of missing a shot that should have hit. But also because the game seems to understand a crucial truth about Star Wars games: they should feel less like watching the movies and more like playing with action figures. Instead of recreating cinematic moments, the game empowers players to craft their own battles and stories, emphasizing creativity and emergent gameplay. This shift from 'movie-like' to 'toy-like' could point to a new direction for Star Wars games, where player agency takes precedence over scripted spectacle. This emphasis on player-driven storytelling is a notable departure from the cinematic style of recent Star Wars titles, and could resonate with fans who grew up with action figures rather than movie reenactments. For strategy enthusiasts, this is an exciting prospect; for the Star Wars franchise, it’s a refreshing and promising approach. The article is a thoughtful reflection on game design and the unique appeal of tactical play, making it a must-read for fans of both genres.