Star Wars: Zero Company Review: Should XCOM Fans Buy It?

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Star Wars: Zero Company Review: Should XCOM Fans Buy It?

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A Jedi deflects blaster fire while an astromech hides the squad, then a melee fighter slams a droid into an explosive barrel. That mix captures why Star Wars: Zero Company works so well. Bit Reactor, a studio formed by former XCOM developers, builds on familiar turn-based combat with fresh systems, character-focused storytelling, and strong Star Wars flavor.

This isn’t a basic XCOM reskin with clone trooper armor. The game adds a home base, character bonds, a time-management system, optional missions, and story choices that shape later battles. It should appeal to strategy fans who enjoy tough decisions, while giving Star Wars fans an original campaign set near the end of the Clone Wars.

These impressions come from a spoiler-free review-copy playthrough on PC. The game is also available on consoles. The focus here is combat, progression, story, presentation, and the launch issues that could affect the final experience.

Star Wars: Zero Company goes beyond a simple XCOM comparison

A new campaign structure gives the formula more personality

The tactical foundation will feel familiar to anyone who has played XCOM. Missions branch from a galaxy map, while a hub lets you prepare your crew, speak with allies, upgrade facilities, and buy equipment.

The difference comes from how these systems connect. Character bonds improve allies who fight together, operations can weaken future enemies, and each mission advances time. You must choose what to complete instead of clearing every activity at your own pace.

Bit Reactor introduces these systems gradually, though some menus may need a second look. There’s a lot surrounding each mission, but the game makes most of it manageable as you play.

The Star Wars setting affects every part of play

The setting changes more than the appearance of your soldiers. Jedi powers, droid support tools, forceful melee attacks, blaster tactics, and familiar Separatist enemies all shape how battles unfold.

You can field clone troopers beside a Jedi, a smuggler, an astromech, or an Umbaran. That combination feels true to Star Wars while still fitting the needs of a tactical strategy game.

A spoiler-free Clone Wars setup creates room for an original campaign

Hawks leads a crew of outcasts

The story takes place toward the end of the Clone Wars. You play as Hawks, a customizable mercenary leader who runs a ragtag crew of former soldiers and unusual allies.

Hawks and his team owe money to the Hutts. Their situation changes when they accept a secret, off-the-books assignment tied to the Republic. That setup gives the campaign room to visit familiar Star Wars ideas without retelling the films or shows.

Hawks can feel generic at first, depending on how you create him. He becomes more appealing as the campaign develops and his relationships with the crew gain weight.

Customization helps define your version of Star Wars

Hawks appears often during exploration and story scenes, so his appearance matters more than it would in a standard squad tactics game. Clothing, gear, and visual options let you shape him into your own kind of Star Wars mercenary.

The campaign also gives its supporting cast plenty of charm. Key story characters tend to leave a stronger impression than randomly generated recruits, though every operator still has useful abilities and a place in the squad.

Tactical battles reward creativity, positioning, and careful resource management

Dense battlefields make every position count

Each character has a limited number of attack points for movement, attacks, overwatch, items, and other actions. You’ll flank enemies, throw grenades, scan areas for bonuses, and occasionally miss a shot at point-blank range.

Battles take place across dense areas filled with cover, destructible objects, elevation changes, and hidden corners. A sniper on a high catwalk can watch enemy movement while the rest of the team closes in from below.

Before attacking, inspect the whole battlefield. Find high ground, explosive objects, safe retreat routes, and likely reinforcement points. A strong opening position can save several turns later.

Star Wars abilities create memorable tactical combinations

The operators feel distinct rather than interchangeable. A melee fighter can rush an enemy, shoulder-charge them, or knock them into an explosive barrel. A Jedi can push enemies from ledges, deflect blaster fire, or hold a position while providing defensive cover.

Astromechs offer a different style. They can buff allies, conceal the team, confuse enemies, and support the squad through equipment choices. The backup system adds another layer, allowing one character to support an ally’s attack when both have line of sight.

Build turns around combined abilities instead of treating each operator as a separate unit. A well-planned backup attack or force push can matter more than a stronger weapon.

Tough enemies and extraction pressure raise the stakes

Criminal thugs, grunts, Separatist droids, B1 battle droids, droidikas, and a powerful enemy type referred to as "faction" fill the opposing ranks. Most enemies take more than one hit, so flanking, crowd control, and environmental damage are vital.

Some fights end quickly. Others last far longer than expected because every character has so many possible actions. On normal difficulty, the game can be punishing enough to make you check whether you selected a harder mode.

The extraction phase creates some of the best tension. You may need to survive one more enemy turn, reach the exit before reinforcements arrive, or land a final headshot before the squad can leave.

The hub, bonds, and galaxy map add strategic depth

Character bonds shape long-term squad choices

Characters build bonds when they fight together. These relationships unlock small stat boosts, such as higher melee effectiveness or a better critical chance, with larger rewards at key milestones.

The system makes squad selection matter beyond a single mission. You’ll want compatible characters together, but injuries, time limits, and permanent deaths can disrupt your favorite team.

More detailed stat screens would make bond planning easier. For now, keep strong pairings in mind while still training backup operators.

Facility upgrades and the black market make preparation essential

The black market sells weapon attachments, passive bonuses, fire bomb grenades, healing stims, and other active items. Credits are scarce, so buying everything isn’t an option.

Base upgrades can improve medical capacity, add equipment slots, expand black-market access, hire more personnel, and increase the strength of weapon types. Construction takes time, which advances after missions.

Spend money on gear that fixes your current weaknesses. Saving for medical support or a key upgrade may help more than buying a minor bonus for one operator.

The galaxy map also includes an influence tracker for each region. Optional missions and successful choices unlock money, weapon parts, perks, and other rewards.

Operations are short text-based missions with risks and rewards. Some choices can weaken enemies before they appear in later battles. Use them to improve survival odds, not only to collect extra resources.

A demanding campaign forces hard choices

Main missions compete with valuable side content

The campaign follows a linear story, but optional assignments fill the gaps between main missions. Loyalty missions offer bonuses and some of the strongest character scenes in the game.

Time advances whenever you complete a mission. That means you can’t finish every activity in one playthrough, so preparation requires careful choices.

Side content is useful even if you prefer the main story. The campaign is challenging enough that skipping every optional mission can leave your squad underpowered.

Difficulty options support different play styles

Permanent death can be turned on or off, alongside other difficulty settings and gameplay tweaks. With it enabled, losing a valuable ally hurts because replacement recruits may lack the same bond or abilities.

New players may want to disable permanent death during their first run. That gives you room to learn the systems without losing a favorite character forever.

Repeat playthroughs should offer more variety. Optional missions can differ, and the campaign includes many possible events, choices, and battle setups. Changing squad pairings, regional priorities, and operation decisions should reveal more of the game.

Strong operators and presentation carry the campaign

Distinct classes encourage different tactics

Clone troopers, Jedi, smugglers, snipers, astromechs, and other operators each bring clear strengths. Their roles feel designed around Star Wars rather than copied from standard strategy classes.

The mix creates great team-building moments. A Jedi can hold the front, a sniper controls sight lines, and an astromech supports the group while a melee fighter breaks enemy defenses.

Customization and music build a convincing Star Wars mood

Hawks and other characters offer plenty of customization. Clothing, gear, visual effects, locations, and cut scenes help the campaign feel rooted in the Star Wars setting.

The main themes and story music are strong, but battle tracks can become repetitive. Long encounters expose short music loops, which may bother players during extended fights.

Story-driven missions and launch issues shape the final verdict

Some main missions begin with third-person exploration. You walk around a planet with the crew, absorb the setting, and then enter a tactical battle. That structure gives story scenes and locations more breathing room before combat starts.

The best character moments are compelling, although a few story beats feel rushed. Hawks grows on you, and many supporting characters become more interesting as their loyalty missions unfold.

The main technical problems involve polish. Strange animations, awkward transitions, camera errors during special attacks, and missed reinforcement locations can interrupt the action. The camera sometimes focuses on the wrong area or gets stuck behind objects.

These issues don’t break the combat, and a day-zero patch was expected to address several of them. The game also costs $50 on Steam and about $10 less on consoles. With roughly 30 hours of campaign content, plus side missions and replay variations, the package offers strong value.

Conclusion

Star Wars: Zero Company is a challenging tactical strategy game with enough original ideas to earn its place in the franchise. Its best features are creative battlefield interactions, distinct operator classes, meaningful bonds, strong customization, and a story that grows better over time.

The steep difficulty, limited credits, time pressure, camera problems, and repetitive battle music may frustrate some players. Still, most concerns feel fixable, while the core combat is already excellent.

XCOM fans should find plenty of tactical depth and high-stakes decision-making. Star Wars fans get Jedi powers, clone troopers, droids, Separatist forces, and a fresh Clone Wars-era story. At $50 on PC and less on consoles, it’s an easy recommendation for anyone seeking around 30 hours of strategy gameplay with meaningful side content.

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