Star Wars Zero Company: A Comprehensive Review

Let’s get straight to the point: EA and Bit Reactor’s new tactical Star Wars game, Star Wars Zero Company, bears a striking resemblance to a modern XCOM title. With Greg Foertsch, the former art director of XCOM, at the helm, the similarities are no accident. It’s clear that this team is crafting an XCOM-style experience, but set in the beloved Star Wars universe.

The real question is whether Star Wars Zero Company carves out its own identity while drawing inspiration from the past, or if it merely serves as a lesser version of a well-known tactical strategy game. After diving into nearly 30 hours of gameplay and completing the campaign, I can confidently say that Bit Reactor has created something unique that leverages the Star Wars lore to deliver an experience that transcends mere imitation.

That said, be ready for some awkward camera angles, odd pauses during combat, and a few graphical quirks.

Star Wars Zero Company, available on consoles and PC, takes place during the waning days of the Clone Wars, a period familiar to fans of the prequel films and the Clone Wars animated series, both of which are referenced throughout the game. You step into the shoes of Hawks, a former Republic captain who was ousted after a mission went awry. Now, he leads a small mercenary team alongside his Togruta second-in-command Runa, injured Clone soldier Trick, old friend and former alien boxer Kabbney Uppercut, and Lesat smuggler Neesh. (Hawks can also be female and belong to various Star Wars species.)

Things are rough for them at the start, leading Hawks and Zero Company to secretly collaborate with the Republic to confront a sinister cult led by a woman named Fathom, who possesses an eerie ability to manipulate her followers.

Over the course of 20+ hours, Zero Company unfolds a captivating Star Wars narrative that rivals many recent live-action productions in terms of writing, pacing, and that classic Star Wars feel. Expect plenty of twists, meaningful cameos from characters like Anakin Skywalker, and much more that I won’t spoil here, as I genuinely want to preserve the experience for others.

By the end of Zero Company, I found myself wishing it wouldn’t conclude, even though the finale felt just right.

What kept me hooked were the interactions among my crew and the relationships that blossomed throughout the game. By the conclusion, Hawks had recruited former Separatists, Republic clones, criminals, Jedi, and bounty hunters. The dynamic between them during downtime at the base was a highlight, and the game is packed with dialogue. I rarely encountered repeated lines and learned a great deal about each character. Zero Company even rewards you for engaging with your crew, featuring a mechanic that tracks their relationships, which can influence decisions in critical moments.

A standout example is the relationship between Trick and an Umbaran sniper named Luco. These two fought on opposite sides during some of the Clone Wars’ bloodiest battles. Watching their relationship evolve, knowing any character could meet a permanent end, was truly impactful.

Much effort went into the cutscenes and writing, some of which players might miss if they lose a key character during a battle.

When you’re not bonding with your crew, you’ll be out on various planets battling enemies, including droids, cultists, and mercenaries. This is where Star Wars Zero Company feels most reminiscent of XCOM, and that’s a good thing.

You can deploy up to four squad members on each mission, each with distinct roles like sniper, medic, or gunslinger, granting them unique abilities and bonuses. After selecting your crew and equipping them with gear and weapon mods, one of two scenarios typically unfolds.

About 80% of the time, you’ll land on a planet and immediately engage in combat. Each squad member has three action points, dictating how far they can move, how much they can attack, and what else they can do each turn.

The remaining 20% of the time, you’ll navigate a planet or city in third-person as Hawks, which can feel unnecessary. Only one mission truly utilizes this exploration mode effectively; the rest seem like filler. Dialogue is sparse during these segments, and there are no threats or puzzles. While the environments are beautifully detailed and evoke the essence of Star Wars, I wouldn’t miss these segments if they were cut.

Regardless of whether you jump straight into action or explore first, the turn-based tactical combat in Zero Company is superb.

Sometimes my team faced waves of enemies; other times, they had to defuse bombs, rescue civilians, or evade bombers. The unpredictability of each mission kept the gameplay fresh, even if some maps reappeared during planet revisits.

Tactical turn-based games thrive on the variety of options available each turn and how actions interact. You need enough choices to feel like there’s a way out of every tough situation, but not so many that it becomes overwhelming. Star Wars Zero Company strikes this balance perfectly.

Even early on, I felt my operators had multiple options each turn, from shooting enemies to watching for movement or taking cover.

A clever mechanic allows one squad member to call for assistance from a nearby ally each turn. This not only adds another tactical layer but also fosters bonding between operators, unlocking new bonuses as their relationships strengthen.

Star Wars Zero Company

Back-of-the-box quote:

“Do or do not, but I might still miss that 90% chance to hit shot.”

Type of game

Tactical turn-based strategy game with third-person segments.

Liked

Authentic Star Wars aesthetics, engaging tactical combat with numerous options, and a compelling story from start to finish.

Disliked

Performance hiccups, awkward camera issues, janky moments, and unnecessary third-person segments.

Developer

Bit Reactor

Platforms

PS5 Pro (played), Xbox Series X/S, PC

Release Date

August 27, 2026

Played

28 hours. Completed the main campaign and all side character missions, fully upgraded base.

One aspect I appreciated in Zero Company is how distinct some units feel. The Jedi character you can recruit plays entirely differently from others, utilizing lightsaber attacks and Force abilities instead of traditional gear and armor. Droids have their own strengths and weaknesses, acting as nimble support units. I even had a Mandalorian bounty hunter who could jetpack to distant spots and fire shock darts to slow down enemies, making her feel unique among the operators.

Mixing and matching these diverse units is not only enjoyable but also aligns perfectly with the classic Star Wars theme of found families uniting to confront greater threats.

As I progressed through missions, unlocked upgrades, and equipped my crew with better gear and abilities, my tactical options expanded, allowing for more intricate strategies.

One of my favorite tactics was to place several operators on overwatch, enabling them to react and fire at enemies within their line of sight, then use a grenade to flush out droids from cover into their overwatch range. Watching those droids get taken down in slow-motion cinematic moments was a thrill.

However, there were times when the camera would awkwardly focus on a wall, causing me to miss those epic moments. Or I’d issue a command and then wait up to a minute for the game to respond.

While Zero Company’s combat is filled with exhilarating moments that made me cheer (and some heartbreaking instances when characters missed crucial shots), my experience was also marred by numerous technical issues.

Some problems were minor, like the camera occasionally being obstructed during cinematic shots, such as when a Jedi hurled lightsabers or a sniper took a long-range shot.

Other issues were more significant. Often, I’d be informed that reinforcements were arriving, but the camera wouldn’t show their entry. There were also times when a unit took damage, but the camera would shift away before I could assess the situation. In these cases, I could regain control and investigate afterward.

More frustrating were the frequent freezes during battles, particularly in larger skirmishes with many enemies. There were instances when I’d end my turn or attempt to use an ability, only for the game to freeze for nearly a minute. This happened multiple times in intense encounters, draining the momentum from the action.

I also encountered various performance issues, both in and out of missions, with the framerate fluctuating wildly. Playing on PS5 Pro, I was surprised by the inconsistency, though I never experienced a complete crash.

It’s unfortunate that Star Wars Zero Company’s combat is often hindered by performance issues, camera glitches, and other bugs, because when everything works, it’s a blast. Even during the rough patches, I still enjoyed blasting droids, cheering for my soldiers who landed long-range shots, or holding my breath as a powerful enemy targeted a beloved character. I just wish I didn’t have to deal with technical hiccups while battling an evil cult or deadly droids.

Star Wars Zero Company is a fantastic Star Wars game, one of the best in years, but it’s also deeply frustrating due to its technical shortcomings. I loved getting to know my crew, recruiting new members for Zero Company, embarking on challenging missions against the cult, and gradually leveling up my soldiers into formidable warriors.

My passion for Star Wars and turn-based tactical games allows me to overlook the jank and some unnecessary on-foot segments, revealing something truly special and meaningful. However, for those who aren’t as invested in Star Wars or this genre, Zero Company might feel too messy to fully enjoy. With reports of significant staff furloughs at the studio, I’m uncertain if Zero Company will receive the post-launch support it needs and deserves.

If it does receive the necessary patches, Star Wars Zero Company could transform from a good Star Wars game that’s hard to recommend into a fantastic experience that I’d urge every XCOM fan to check out.

End of Article

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