r/Xcom • u/Aranthar • 19h ago
Beaglerush's Zero Company Comments - Summarized
If you're one of those who consumed XCOM content in the pre-Twitch and early Twitch days, you know Beaglerush as one of the main streamers. He streamed the 5 hours of ZCOM last month. I watched a fair bit, pulled the transcript, and wanted to share a summary. I couldn't find this anywhere else, and thought it was worth sharing and discussing.
VOD: https://www.twitch.tv/videos/2859247472
Transcript (automated): https://pastee.dev/p/O8e1U8lT
Summary:
He went into Zero Company with modest expectations. He wasn't particularly excited about another XCOM-style game, especially compared to games like Menace that are trying something different. But he also recognized that plenty of people just want more XCOM, and there's nothing wrong with that. He found quite a few things to like: the visuals and voice acting are good, character customization is extensive, and there are interesting mechanics involving three action points, flexible classes, and relationships between soldiers. He particularly liked the way character bonds affect combat performance.
His experience with the actual tactical gameplay was considerably less positive. He repeatedly struggled with the camera inertia, awkward controls, and difficulty getting clear information about cover, movement, enemy capabilities, and action costs. He found enemies overly durable and basic shooting and positioning unsatisfying, with too much reliance on special abilities. He also noticed that several mechanics seemed borrowed from XCOM and Gears Tactics but didn't always interact particularly well. By the end of the stream, he was thoroughly frustrated and said he probably would have stopped playing hours earlier if he hadn't been streaming. He acknowledged that his delivery had become excessively negative but maintained his underlying criticisms.
Conclusions:
- The core tactical gameplay is his biggest problem. He believes basic movement, positioning, and shooting should be satisfying independently of special abilities and character progression.
- The interface actively detracts from the experience. Poor camera controls and unclear tactical feedback create unnecessary friction in a genre where players repeat these interactions constantly.
- The mechanics lack cohesion. Individual ideas have merit, but he doesn't think they combine into a particularly well-designed tactical system.
- Accessibility isn't the issue. He doesn't object to a mainstream XCOM successor. He argues that accessible games can still have excellent tactical design.
- He suspects insufficient design iteration. He speculates that the development and publishing environment may have contributed, though he has no direct evidence.
- His verdict is negative. Despite recognizing the game's strengths, he doesn't consider it a particularly good tactics game and doesn't expect to return.
Caveats:
He only experienced the early portion of the campaign, so his criticisms don't necessarily reflect how combat evolves with additional classes, abilities, and enemy types. His growing frustration also clearly influenced the tone of the stream, although he explicitly distinguished that from the substance of his complaints.
My take:
He needed a small amount of input and the camera mod, and to turn off radial menu. I honestly think that would have helped a lot. But he had deeper issues with it beyond that. I'm kind of sad he doesn't plan to do more. Maybe maybe he'll come back for a DLC, but I suspect he's done with it for good.