Star Wars Zero Company Battalion

Star Wars Zero Company review – Clone War Machine

If you’re a fan of games set in a galaxy far, far away, it feels like we’re living through something of a Star Wars gaming renaissance. From Jedi adventures to space combat, open-world scoundrels, and remastered classics, there really is something for everyone these days. But Star Wars Zero Company takes things in a slightly different direction.

Rather than putting you in the boots of a Jedi, bounty hunter, or space pirate, Zero Company is a tactical turn-based RPG that puts you in charge of a small squad of mercenaries during the Clone Wars.

Star Tac

Think XCOM, Gears Tactics, or even Marvel’s Midnight Suns, and you’ll have a good idea of what awaits you here. Honestly, that change of pace is exactly what I feel the Star Wars gaming universe needed.

Developed by Bit Reactor, with Respawn Entertainment and Lucasfilm Games also involved, Zero Company feels like someone took XCOM, gave it a Star Wars makeover, and then asked the question: “What if every member of your squad had a personality and looked kick-ass?” The result is a game that puts strategy firmly front and centre.

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You’ll build your squad, choosing from a selection of different characters and classes, before heading out on missions where positioning, cover, and ability management are absolutely key to victory.

Star Wars Zero Company fire X-Com clone

Charging into a firefight with blasters blazing might sound very Han Solo, but it’s also a very good way to get your entire squad a spot on the memorial wall back at base.

Hans Co-op

Instead, you’ll be moving between cover, flanking enemies, setting up counter-attacks, and making use of each character’s unique abilities.

Star Wars Zero Company aoe attack

The turn-based system is easy enough to pick up, but there’s plenty of depth once things get going and the forces you face start throwing heavier units and nastier surprises your way.

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Where Zero Company really works, though, is in making your squad feel like an actual team rather than a collection of cannon fodder.

Sniper TBC strategy

Each member has their own personality, relationships, and abilities, while the downtime between missions gives you the chance to develop those relationships and improve your team.

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It’s here that Zero Company feels less like a standard tactical shooter and more like a proper Star Wars adventure. And that’s important because the story backs up the action extremely well.

Star Wars Zero Company placement flanks manoeuvre

Set during the Clone Wars, the game gives you a new perspective on a period of Star Wars history that has been, well, let’s be honest, explored to death. It still manages to introduce its own characters and conflicts within the wider galactic battle.

Story Wars

The story follows Tesh Hawks, a former Galactic Republic captain. Hawks was scapegoated and dishonourably discharged after a catastrophic mission under a traitorous Jedi General left most of his unit dead.

Area of Effect combat tactics

Now jaded and somewhat broken in more ways than one, Hawks forms Zero Company, a mercenary outfit operating out of a permanently docked freighter called ‘The Den’ on the Ring of Caffrine. You start by having to settle a debt to the Hutts, but things quickly change as you find yourself caught in the middle of a much deadlier adventure.

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Sure, there are familiar races and locations, but the focus remains firmly on your squad, which helps the story avoid feeling like a rehash of something that came before.

Star Gazing

Visually, Zero Company also does a great job of capturing the Star Wars look. The environments, character designs, and planets all feel authentic, while the sound design does exactly what you’d expect. Blasters, explosions, and familiar musical cues help sell the world-building.

Star Wars Zero Company progress

As for any issues, the turn-based structure can feel a little slow at times, particularly when missions drag on. Some encounters can also become a little predictable once you’ve figured out the most effective tactics, often just using your Jedi to Force-push everyone off a ledge.

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There’s also a learning curve for anyone who isn’t already comfortable with tactical RPGs, with permadeath being in full use. It’s not the worst implementation I have seen, however, as the game has plenty of options to soften the harder edges. Stick with it, and Zero Company becomes a surprisingly addictive Star Wars experience.

Star Wars Zero Company placement flanks manoeuvre

It might not deliver the lightsaber-heavy action some fans are looking for, but by taking the universe into tactical RPG territory, Zero Company manages to feel both familiar and genuinely fresh. The Force may be strong with this one, but thankfully, you don’t actually need to use it very much.

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