Star Wars: Zero Company

Let me give my space commander a silly voice, cowards

Pick of the squeak

I have played Star Wars: Zero Company for about three hours total, and approaching a quarter of that time was spent in the character creator. This is fairly common. If I have any aspiration to spend time with a game that is equipped with a character creation tool - if I have any commitment beyond vague tourism - then I consider it essential to pick though all the options and craft something that, invariably, makes me laugh. 

I would do this even if the character’s appearance is limited to a 32x32 headshot at the bottom of a stats chart, because vibe is important to me and sometimes the vibe demands an eyepatch, or high-piled set of dreadlocks, or a truly hideous jacket colour. The more serious the game, the more important this becomes: there is no text exchange about crop rotation or galactic diplomacy that cannot be improved by my character staring implacably ahead while looking like they were dressed by a five-year-old picking from the most cursed remnant rail in TK Maxx. 

Sometimes I will play it straight and come up with something conventionally attractive, as long as it’s not a boring white man