Star Wars Zero Company, a turn-based tactics game, has succeeded in making a long-time Star Wars fan care about the Clone Wars era, a period often overshadowed by the original trilogy. Despite the game's critical acclaim for its XCOM-like mechanics and innovation, its most surprising achievement lies in its narrative's impact on the player's perception of the prequel era.
The author, a fan who grew up with the original trilogy and found the prequel films and subsequent Clone Wars cartoon to be of mixed quality, admits to a general preference for the classic Star Wars stories. While acknowledging George Lucas's visionary ideas, the execution of the prequel films and even the popular Clone Wars animated series often fell short, leaving the era feeling underdeveloped compared to the original trilogy. The Clone Wars cartoon and shows like Rebels have made efforts to flesh out this period, but it has historically remained secondary to the original classics.
However, Star Wars Zero Company reframes the Clone Wars era by incorporating its settings, characters, and events into a more mature narrative. The game imbues the era with a grittier, more grounded atmosphere, akin to how Batman: Arkham Asylum offered a darker take on Batman: The Animated Series. This approach makes the often chrome-heavy aesthetic of the Clone Wars feel more tangible and real.
Key moments in the game highlight this shift in perspective. The conflict between the decommissioned Clone Trooper Trick and the Umbaran sharpshooter Luco Bronc is presented as a continuation of tensions established in the cartoon, now given new depth. The appearance of Anakin Skywalker, framed as just one of countless off-screen adventures for the character, underscores the era's potential for ongoing narratives. Furthermore, the sight of a Republic envoy in a uniform nearly identical to the Galactic Empire's introduces a subtle dread, illustrating looming political shifts from the viewpoint of ordinary soldiers rather than central figures.
Zero Company effectively uses its gameplay and story to showcase the inherent richness of the Clone Wars era. The period is ripe with competing factions and interests—Jedi, Republic, Imperial, Mandalorian, Separatist, and various alien species. Concepts previously introduced superficially in the films, such as the Banking Clan, are given substance through character interactions, like the accountant Runa Blask debating market policies with a form of space-libertarianism. This contrasts with the original trilogy's simpler dichotomy of Imperials versus Rebels, which necessitated the invention of new factions in expanded universe material to create storytelling opportunities.
While the original trilogy remains the author's definitive Star Wars experience, Star Wars Zero Company has illuminated the Clone Wars era as a uniquely fertile ground for new stories, unmatched by other periods in the franchise. The game has transformed a previously lukewarm appreciation into a genuine understanding of the era's potential for diverse and compelling narratives.