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Star Wars Zero Company Review

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Star Wars Zero Company Review
Star Wars Zero Company Review

There is something wonderfully fitting about a Star Wars game that asks you to stop charging headfirst into battle and actually think about what you are doing. For decades, the franchise has given us spectacular lightsaber duels, frantic blaster fights and heroes who seem capable of surviving almost anything the galaxy can throw at them. Star Wars Zero Company takes a very different approach, putting strategy, preparation and relationships at the heart of its experience. Developed by Bit Reactor in collaboration with Respawn Entertainment and Lucasfilm Games, it offers a gritty, single-player, turn-based tactics adventure set during the twilight of the Clone Wars.

The result is a game that feels surprisingly fresh despite taking place during one of the most familiar periods in the Star Wars timeline. You step into the boots of Hawks, a former Republic officer who finds himself leading Zero Company, an unconventional collection of operatives recruited from across the galaxy. Together, they must investigate an emerging threat while dealing with the usual problem of getting a group of people with very different personalities to work together. It is a wonderfully simple setup for a tactics game, but it provides plenty of room for character development, difficult decisions and some extremely satisfying battles.

A Different Kind of Star Wars Story

One of the first things that sets Zero Company apart is its perspective. This isn’t another story centred entirely on the Jedi, nor is it simply another retelling of the Clone Wars from the Republic’s armies’ perspective. Instead, Bit Reactor explores the conflict from the viewpoint of those operating in the shadows, with Hawks and his unconventional team caught up in a conflict conventional forces aren’t equipped to handle.

That immediately gives the story a grittier flavour. Hawks isn’t a legendary Jedi or a galaxy-saving superhero. He’s a former Republic officer trying to lead a collection of professionals for hire, each with their own motivations, personalities and baggage. The squad includes characters from an impressive variety of backgrounds, including Clone Troopers, astromechs, scoundrels, Mandalorians and even a Jedi, creating exactly the sort of wonderfully mismatched group that feels at home in the Star Wars universe.

The main threat comes from the Infinite Coil, a mysterious Separatist-aligned organisation led by Kundri Fathom. Their activities take Zero Company into a shadow war beneath the larger Clone Wars, allowing the game to explore corners of the galaxy that haven’t received nearly as much attention as Coruscant, Naboo or Tatooine. That sense of stepping into a previously unexplored story is one of the game’s biggest strengths.

Every Move Really Does Matter

Of course, the story would mean very little if the tactical combat wasn’t up to the task. Thankfully, Zero Company understands what makes turn-based strategy so addictive. Battles give you time to examine the battlefield, assess enemy positions, consider your available abilities, and decide exactly how you want to approach each encounter.

That doesn’t mean the game feels slow. Quite the opposite. There is a real sense of momentum when you start putting a plan together and watching it unfold. Move one operative into cover, position another to provide support, send a third around the flank, then unleash an ability that wipes out an exposed enemy. When everything works, there is that wonderful feeling of having outsmarted the opposition rather than simply overpowering them.

The Star Wars setting also gives the combat plenty of toys to play with. Blasters, explosives, lightsabers, Force abilities, and specialised equipment all contribute to the tactical toolbox. Different operatives bring different strengths to the battlefield, and learning how those abilities interact is where much of the enjoyment comes from.

It is particularly satisfying when you start thinking several moves ahead. An enemy might look perfectly safe behind cover until you realise another member of your squad can force them out of position. Suddenly that supposedly protected droid becomes an easy target, and what initially appeared to be an awkward encounter falls apart beautifully.

Your Squad, Your Story

Character development is another area where Zero Company looks particularly promising. Hawks can be customised, allowing you to shape his combat specialisation and appearance, while your recruited operatives can also be tailored with different appearances, loadouts and abilities. This gives you considerably more ownership over the squad than simply selecting a handful of predetermined characters.

The really interesting part is the relationships between your operatives. Characters can develop bonds while fighting together, eventually unlocking combat synergies that can give them significant advantages. That means choosing who accompanies you on a mission isn’t purely a question of statistics. You might decide to take two characters because their personalities work particularly well together, only to discover that their relationship also makes them a more effective pair in combat.

That creates an appealing connection between the narrative and gameplay. You aren’t simply developing numbers on a character sheet. You are building a group of people who gradually learn to operate as a team. In a genre where squad members can sometimes feel interchangeable, that personal connection could make every mission considerably more meaningful.

There is also something inherently exciting about creating your own version of Zero Company. You can decide which characters receive the best equipment, which abilities you prioritise and which operatives you want to develop together. Over time, the squad should begin to feel like your squad rather than simply a collection of characters the game handed you.

The Den

Between missions, Zero Company returns to its base of operations, known as The Den. This offers a welcome change of pace from the battlefield and lets you manage the wider campaign. Here you can recruit operatives, develop the squad, gather intelligence and decide where to send your team next.

The galaxy map is a particularly interesting part of the structure because it adds a strategic layer to the campaign beyond the individual battles. You aren’t simply completing one mission and being sent straight to the next. Your decisions about where to go and which operations to undertake can influence the wider story.

That makes The Den feel like more than a glorified menu screen. It is effectively the heart of the operation, where you prepare your people, gather information and try to stay ahead of the Infinite Coil. It should also help the campaign maintain a good rhythm, giving players quieter moments between the larger cinematic battles.

The Human Side of the Clone Wars

Perhaps the most exciting aspect of Zero Company is its willingness to explore the Clone Wars from the ground up. We’ve seen the conflict through the eyes of Jedi and Clone Troopers, but the galaxy is full of ordinary people whose lives were transformed by the war.

By focusing on a group of professionals for hire, Bit Reactor has the freedom to explore moral grey areas and situations where there isn’t a clear heroic answer. Hawks and his squad aren’t simply following orders from the Republic. They make their own decisions, and those decisions can have consequences.

That should give the story a more mature tone without losing the adventurous spirit that makes Star Wars so appealing. The best stories in this universe have always understood that the galaxy is at its most interesting when it feels lived-in, and Zero Company appears determined to embrace that idea.

A Galaxy Worth Exploring

Visually, Zero Company looks excellent. The environments have the familiar Star Wars aesthetic while still allowing the developers to create locations of their own. Industrial facilities, alien landscapes and battlefields provide plenty of variety, while the diverse cast gives the game an appropriately colourful galaxy.

The cinematic presentation is particularly important because turn-based tactics games can sometimes struggle to make individual actions feel exciting. Zero Company appears to have gone to considerable lengths to make attacks, abilities and character interactions feel dramatic. Explosions, blaster fire and lightsaber combat all have the visual punch you would expect from a modern Star Wars game.

The audio is just as important. Few fictional universes have a soundscape as instantly recognisable as Star Wars, and hearing blasters, droids, explosions and lightsabers during a carefully planned tactical encounter is exactly the sort of thing that should put a grin on your face.

The Clone Wars Through a New Lens

What impresses me most about Star Wars Zero Company is that it doesn’t seem content to be simply XCOM with a Star Wars coat of paint. There are obvious similarities in its tactical structure, squad development and strategic planning, but the developers seem to understand that the setting needs to contribute something of its own.

The unconventional squad is a particularly clever choice. Putting a Clone Trooper, Jedi, Mandalorian, droid and other characters together creates endless opportunities for personality clashes, unlikely friendships and tactical combinations. It also gives the story an excuse to travel across different corners of the galaxy rather than keeping you locked into another familiar Republic military campaign.

Hawks is also an intriguing protagonist because he doesn’t have the weight of an established franchise character hanging over him. You aren’t playing as another version of Anakin Skywalker or Obi-Wan Kenobi. You are shaping a new character and leading a new group, which gives Zero Company the freedom to tell a story where the outcome isn’t already written in the history books.

Verdict

Star Wars Zero Company is shaping up to be one of the most interesting strategy games the franchise has produced. Bit Reactor has taken the familiar Clone Wars setting and approached it from a fresh angle, allowing players to explore the conflict through the eyes of an unconventional squad operating far from the traditional front lines.

The tactical combat feels deep without becoming needlessly complicated, while the customisation and relationship systems give the squad a sense of personality that could make the campaign genuinely memorable. The Den adds another layer of strategy between missions, and the ability to influence your squad’s relationships and development should give every campaign its own character.

There are still questions about how varied the later missions will be and whether the strategic systems can maintain their depth throughout a full campaign. Those are questions only extended play will ultimately answer. Even so, the foundations are incredibly strong, and the combination of meaningful choices, character relationships and tactical combat feels like a natural fit for Star Wars.

Most importantly, Zero Company understands that the galaxy is much bigger than its most famous heroes. Sometimes the most interesting stories are found in the shadows, where ordinary people are forced to do extraordinary things. If Bit Reactor can deliver on the promise of its squad systems and tactical depth, Star Wars Zero Company could become one of the standout strategy experiences of 2026.

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star-wars-zero-company-reviewStar Wars Zero Company takes the Clone Wars into unfamiliar territory, replacing traditional Jedi heroics with tactical planning, squad dynamics and a wonderfully mismatched collection of operatives. With deep turn-based combat, extensive character customisation and a story that explores the galaxy from the shadows, Bit Reactor could have created the Star Wars strategy game fans have been waiting for.