Key facts
- Cheapest right now
- € Standard · Steam Account · Global · Difmark
- Live offers
- 46 offers · 13 stores
- Our pick
- Standard · EA App Key · Global · Driffle — €
Want to see more from Gocdkeys on Google?
You need to be signed in to your Google account.
"Star Wars XCOM" is the shorthand everybody reached for, and it is close enough to be useful and wrong enough to be worth correcting. Zero Company takes the grid, the cover and the percentage rolls, then bolts on two systems that change how a turn is played: a resource the whole squad shares, and a nomination that turns one hit into two. So before you put money on it, here is what a fight is actually like. The Zero Company price page handles the money side across PC, PlayStation and Xbox.
A turn, in three action points
You take four operators into a mission. Each one has three action points a turn, and nearly everything eats them: moving, shooting, reloading, using a gadget, dropping into overwatch so the character fires at anyone who walks into their arc. The maps are compact rather than sprawling, which front-loads the interesting decisions. You will seldom get a turn where the safe move and the useful move are the same move.
Cover is the spine of the whole thing. Shots resolve as percentages, half cover protects you less than full cover, flanking strips the bonus away completely, and a fair amount of the scenery comes apart under fire, so a position that kept you alive two turns ago may simply not be there any more. The game teaches you very quickly what a 90 per cent shot is worth on a bad day.
Advantage is the system that makes it different
Every time your squad damages an enemy, the squad banks a point of Advantage. The pool belongs to the team rather than to any one operator, and it buys two things: the ultimate ability each class carries, which swallows a large chunk of it, and a set of smaller abilities that spend Advantage while costing no action points at all.
That second half is where the game opens out. Since those abilities are free in action points, a turn stops being four people taking turns and becomes a chain: one operator generates the resource, another spends it to act beyond their own allowance. There is a Backup mechanic on top of that — each turn a rotating squad member can nominate a teammate to follow up an attack with a guaranteed hit, as long as the angle and the line of sight are there. Put the two together and a well-positioned squad gets considerably more than four turns' worth of damage out of four turns.
Twelve classes, and you are not locked into one
| Type | Which ones | Who can take them |
|---|---|---|
| Standard specialisations | Assault, Gunslinger, Heavy, Medic, Scoundrel, Scout, Sharpshooter, Soldier | Any operator, and you can respec at the Personnel facility in the Den |
| Exotic specialisations | Four more, including the Jedi Padawan | Restricted to specific characters and droids |
Halfway through the campaign every operator gets a second specialisation slot, and that is the moment builds turn from job titles into combinations. The pairing the game points at first is Scoundrel into Sharpshooter: the Scoundrel marks a target as weakened, the Sharpshooter arrives with a guaranteed critical. Spot that once and you will spend the rest of the campaign reading the other ten classes for what they hand each other.
Permadeath, and how forgiving it really is
It is on by default, and it bites far less hard than the word implies. An operator who goes down is not lost; the loss only sticks after three consecutive downs with no healing between missions. On standard difficulty that is a generous amount of rope. A bad turn still hurts, but one unlucky roll will not delete thirty hours of attachment to a squadmate.
The campaign runs somewhere around thirty-five hours, and combat is not all of it. Story missions chain several battles together, with third-person exploration stretches in between. Anyone arriving from the Firaxis school, expecting mission-select-mission-select, should know that the rhythm here belongs to a squad-based role-playing game that happens to fight in turns.
Two editions go on sale, Standard and Deluxe, so put the extra content next to the price gap and decide from there rather than on the name. Either way the format on each row is what settles what you end up owning: buy a shared account and you have rented somebody's library. You can buy Star Wars Zero Company key offers compared across the verified shops we follow.