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Star Wars Zero Company Finally Makes Starting A New Campaign Worth It

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Star Wars Zero Company Finally Makes Starting A New Campaign Worth It

There has never been a better time to play Star Wars Zero Company

I've been waiting for a reason to start a new playthrough of Star Wars Zero Company ever since I beat the game in early September. EA and Bit Reactor have finally given me a reason to come back to the game, as Patch 1.2 added a lot of new gameplay settings that will allow me to tweak my next playthrough's difficulty to my liking.

Star Wars Zero Company was an excellent XCOM-like tactics game, but there wasn't much else to mess around with after beating the game once. Players had to turn to mods for more detailed campaign settings, as post-launch updates were nearly nonexistent after Bit Reactor furloughed many developers before release. Bit Reactor brought back some furloughed workers earlier this month and subsequently released Patch 1.2, which goes beyond simple bug fixes.

The update includes gameplay tweaks to encourage Upgrade Facility use and make Cly's Combat Jump movement ability less overpowered. The most exciting additions are a plethora of campaign modifiers that let players tweak a campaign's difficulty. Keep in mind that you do have to turn these settings on before you start a new playthrough; they currently can't be changed mid-campaign.

It's typically pretty hard for units to die in Zero Company , as they had to be injured three times in one mission. It's now officially possible to turn on "Instant Death" so units die after one injury, or "Two Strikes" so they die after two injuries.


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