Star Wars has long been a fertile ground for video games, but it has often followed established genre trends rather than forging new paths. Most titles have been recognizable as "genre, but Star Wars." Star Wars Zero Company, developed by Bit Reactor, stands out as a rare exception, a game that meaningfully pushes its genre forward with a blend of new ideas and strong execution.
At first glance, Zero Company may appear to be a straightforward XCOM clone set in the Star Wars universe. It features an overhead perspective where players command a small squad of commandos in turn-based combat, emphasizing cover, flanking, and coordinated attacks. However, this comparison, while a useful shorthand, undersells the game's ambition. Zero Company leverages the rich Star Wars lore to iterate on the tactical genre rather than simply imitating it.
The game is set during the Clone Wars era, a period of significant turmoil preceding the Republic's transformation into the Galactic Empire. Players control Hawks, a disgraced former Republic commander who leads a mercenary outfit known as Zero Company. Facing financial difficulties, the company accepts a clandestine contract from Bennic, a young Republic officer, to undertake missions for pay.
Unlike typical narratives that might portray Bennic as manipulative, Zero Company excels in its character development. Bennic is depicted as an earnest Republic loyalist who integrates into Zero Company, serving as their emissary. The evolving friendship between Bennic and Hawks feels genuine. Other members of Zero Company, such as the decommissioned clone Trick and the veteran boxer Kabb Uppercut, are similarly well-rounded and human.
A notable exception is Cly, a Mandalorian bounty hunter whose introduction feels somewhat perfunctory. While her combat capabilities, particularly her jetpack abilities, make her a valuable asset and a fitting inclusion for representing Mandalorian culture, her personal storyline lacks the depth found in other characters.
The central conflict revolves around the Coil, a mysterious cult whose members develop superhuman abilities. This threat is intentionally kept below the Republic's immediate radar, allowing Zero Company to tackle a significant challenge without overwhelming the scale of the conflict. This focus provides the story with substantial stakes while remaining grounded within the Star Wars universe.
Beyond the core named characters, players can recruit and develop randomized soldiers, or even specialized units like droids and clones, each with unique skill sets. The true innovation lies in the distinct abilities of the named characters, which draw heavily from their Star Wars identities. The Jedi, for instance, excels in melee combat with a lightsaber and Force powers, while droids offer crucial support by granting extra actions to allies. Cly's Mandalorian heritage is reflected in her agile jetpack maneuvers and close-quarters combat prowess.
These abilities are balanced by an Action Point system, where each character has three points per turn to spend on movement and attacks. A sniper like Hawks, for example, might have a powerful main attack costing two AP, severely limiting her movement. Conversely, characters like Jae or Cly might offer greater mobility but less accuracy. Successful actions also contribute to a shared Advantage (ADV) pool, which unlocks powerful special moves.
Combat encounters are further enhanced by a rotating backup ability system, where different squad members can take an additional action each turn. This adds another layer of tactical consideration, requiring careful squad positioning and line-of-sight planning. This system also fosters Bond XP between operators, unlocking upgrades as their relationships deepen.
The enemy roster includes a variety of adversaries, from Clone Wars-era battle droids to the fanatical followers of the Coil. The Coil operates not as a hivemind but as a unified collective, where defeating one member can empower others with special abilities like enhanced defense or cloaking. This mechanic forces players to strategize enemy elimination order, and mission briefs sometimes allow players to choose which Coil abilities will be strengthened, shaping the challenges ahead.
At the player's home base, currency can be spent on team-wide upgrades and individual gear. The base also serves as a hub for managing squad bonds, customizing ability loadouts, and modifying equipment.
Despite the wealth of tactical options and distinct character abilities, some missions can begin to feel repetitive over a 30-hour playthrough, often due to similar objectives like clearing enemy forces followed by an extraction. Nevertheless, the core tactical combat remains engaging.
Cameos, such as a brief appearance by Anakin Skywalker, are used sparingly but effectively, fitting within the narrative context of the Clone Wars. Ultimately, the game's narrative strength lies in the player's connection to their customized squad, fostering a sense of investment in their journey against the Coil.
Star Wars Zero Company transcends the "XCOM-like" label by fully embracing the Star Wars universe. It capitalizes on the franchise's diverse array of characters and powers to deliver an excellent tactical experience, marking a significant evolution for the genre.