Written by a model from the transcript; not yet reviewed.
The hosts spend this episode discussing the tactical strategy game Star Wars Zero Company, often called Star Wars XCOM, exploring its gameplay, story during the Clone Wars, and the dark cloud of studio layoffs and EA's acquisition. All three hosts express deep enthusiasm for the game's combat mechanics, character writing, and voice acting by returning actors like Dee Bradley Baker, though they note some UI fiddliness and visual bugs resulting from studio pressures. Later in the episode, the hosts share their current obsessions in update segments, covering the co-working game On Together, the third season of the Apple TV+ show Silo, and the emotional cooperative puzzle game Big Walk.
Hosts introduce Triple Click and announce the focus on Star Wars Zero Company.
Discussion of the nickname ZCOM, its origin, and a quick rundown of gameplay mechanics and story setting.
Hosts discuss EA’s recent acquisition by the Saudi Royal Fund and staff furloughs affecting game support.
Deep dive into turn-based tactics, action points, the Astromech’s role, and the advantage system.
Each host shares personal enjoyment, character attachment, and the impact of permadeath on playstyle.
Speculation on patches, community interaction, and the potential for improved balance and features.
Comparison of normal, medium, and hard modes, explaining injuries, BAFTA tanks, and strategic depth.
Hosts critique the UI’s fiddliness, discuss controller support, and mention visual bugs.
The hosts riff on the timing of jokes about Star Wars’ Phantom Menace and the character Fathom.
Discussion of how game writers handle character deaths and optional scenes, and the financial limits that shape narrative choices.
Review of the game’s peak concurrent players on Steam and speculation on whether early sales will sustain the studio.
An in‑depth update on the co‑working game On Together, its mechanics, social aspects, and Pomodoro timer feature.
Star Wars XCOM Releaseinsight
The hosts introduce Star Wars Zero Company, breaking down its tactical isometric gameplay and how it compares to XCOM and Marvel's Midnight Suns.
Studio Layoffs and Furloughsdata
The hosts discuss the unfortunate meta-story surrounding the game, where most of the development staff was furloughed due to studio financial troubles.
Best of Both Worldsinsight
Jason explains why the game succeeds where XCOM and Midnight Suns faltered by combining authored character storytelling with deep tactical combat.
Astromech Broken Utilitystrategy
Kirk breaks down why the Astromech companion is nearly mandatory, carrying extra utility items and feeding action points to powerful squadmates.
Virtual Co-Working in On Togetherstory
Maddy gives an update on On Together, describing how its servers and gentle Pomodoro timer help users stay productive while hanging out.
The Five-Minute Waiting Puzzlestory
The hosts laugh about a specific Big Walk puzzle where players are locked in a room together with a couch and forced to wait five minutes.
“I love it. I really, I'm enjoying it so much.”
“a little game called Star Wars Zero Company, which is essentially Star Wars XCOM.”
“And I heard that and I was like, is that, is that the same voice actor?”
“So you have four characters on your team. The opposing force can be anywhere from four to like 12.”
“It's like she’s coming to kill you.”
“You just have to make it optional, right? Like, you create scenes that only play if Jay is still alive.”
“I was just sitting at my desk, just being holy shit, like, this is incredible.”
Kirk, Maddy, and Jason dive into Star Wars: Zero Company, the wonderful new strategy game that's best described as a cross between Star Wars and XCOM. They talk about the strategy, the characters, and what a bummer it is that the development team was furloughed before launch. This episode has a 95% chance to hit!
16,225 words · 8 speakers
Speaker names marked are inferred from speaking time and the show’s known hosts — they are not voice-verified.
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