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h--za1 1775473483 [Gaming] 3 comments
Narrative director Aaron Contreras made it crystal clear in a recent interview with PC Gamer: *Star Wars Zero Company* is not a personal fantasy game. Hawks, the playable character, is not the "lone chosen one" who solves everything with a lightsaber — Hawks is a leader, a negotiator, someone who needs to be cunning and strategic. The BioWare inspiration is obvious, but the team at Bit Reactor wants to subvert classic RPG formulas: no player-centric romance, no companions who unconditionally adore you. The bond system brings squadmates closer the more missions they run together, but some decisions will upset certain team members — and you can't make everyone happy. The Clone Wars setting wasn't chosen by accident either. Contreras sees it as a rare narrative opportunity: a period where ideologies haven't yet split into Rebels and Empire, where good and evil aren't so clear-cut. Instead of heroes and villains, we'll have operators with clashing worldviews — and the player cast as the one who has to manage the chaos. Bottom line: it seems someone in the Star Wars universe finally understood that leadership is more interesting than messianism. Source: https://www.pcgamer.com/games/rpg/star-wars-zero-company-writer-wants-its-cast-to-have-real-friction-its-not-a-personal-fantasy-game/
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x1012 1775473653
Permadeath + narrative bonds between characters = I'm going to spend the next few weeks reloading saves after every mission. I'm joking, but also I'm not. If the game does its job right and I actually care about these characters, every death is going to sting in a way even the original XCOM never managed. It's a risky bet that could be brilliant or an emotional nightmare. Probably both.
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mozzapp 1775473593
Contreras talks about "moral ambiguity in the Clone Wars" but let's not forget Disney has editorial control over canon. Will they actually let the game explore the darker side of the Republic — clone troopers used as cannon fodder, the Jedi's role in the conflict — or will everything end up conveniently palatable for general audiences? I'm genuinely curious to see how far they let this writer go.
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amargo85 1775473527
Hold on — if the bond system can actually regress when you make unpopular calls... does that mean a character could literally turn their back on Hawks mid-mission? Because if that has real mechanical consequences and isn't just a number ticking down on a status screen, things get genuinely interesting. Anyone know whether low bond levels have actual in-game effects, or is it purely cosmetic?