Five Reasons Why Star Wars Zero Company Is An All-Time RPG 1
Image: Pure Xbox

Not too long ago, Star Wars Zero Company launched to some rather stellar reviews, and it got me feeling curious. For the past week, it's all I've been playing on my Xbox Series X, and after 40-50 hours of playtime, I'm thinking it may genuinely be one of the best tactics games of the past decade.

I wasn't able to whip up a proper review for launch - at the time, I was busy sharing my thoughts on Resonance: A Plague Tale Legacy. But instead of completely ignoring Zero Company on Pure Xbox, I wanted to share some of my impressions after getting properly stuck in.

The credits are still yet to roll on my first full playthrough of the game, but I've already fallen deep into the sarlacc pit, and I ain't coming out anytime soon. I thought I'd spend my weekend breaking down why I think Star Wars Zero Company is one of the best tactics games in years. So, if this cuppa blue milk sounds good to you, then let's get cracking!

1. It's Not Just Any Old Clone

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Image: Pure Xbox

I've noticed that whenever we talk about new turn-based tactics titles, we usually compare them to Firaxis Games' genre-defining XCOM: Enemy Unknown. It's the easiest and quickest way to set expectations. We do it with lots of genres; 'Metroidvania' and 'Soulslike' are good examples of this. Star Wars Zero Company is an XCOM-style game to that effect, but it definitely isn't just a clone.

Of course, there's a lot of crossover. Things like base management, R&D, global strategy, and turn-based scraps. And yes, your units can be stood inches from their target - blaster grazing their chin hairs - and still only have a 65% hit chance. It's all very familiar, which I appreciate, but I love what Bit Reactor has done to the formula.

I really enjoyed XCOM 2 (especially after modding everything Halo into it), and whilst this may be an unpopular opinion, I never loved how the game handled resources and mission selection. It often felt clunky and overbearing. It's likely more of an 'issme' than an issue, but I've found Zero Company streamlines everything in such a manner that newcomers, and dummies like myself, can make sense of it from the offset.

2. The Force Obeys My Commands

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Image: Pure Xbox

With the exception of Fire Emblem, and only because it's locked to Nintendo hardware, I've always preferred to play these sorts of games with a mouse and keyboard. The level of speed, accuracy, and control is just that bit more precise when navigating the menus.

However, 90% of my time with Star Wars Zero Company has been spent with an Xbox Elite 2.0 controller nestled into my palms. It's funny, the other 10% was just to see if it supports M&K on console (which it does), and once I'd figured that out, I quickly returned to the sticks.

It all comes down to the the action wheel, a neat controller-friendly radial menu that replaces the traditional bar format. In combat, once a unit is selected, the right stick is used to select actions and abilities. I'll admit, I think I still prefer using M&K for this sort of thing, especially when you can tap a number key to quickly flick through abilities, but I really enjoy playing Zero Company with a controller.

Having the flexibility and freedom to wield the Force with a click or stick makes this such a comfortable experience. Instead of being confined for hours on end to the stuffy office where my PC lives, I can confidently set up shop in the living room, splay out on the sofa, fire up the Xbox and comfortably crack on with a controller in hand.

3. Hello There Old Friend

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Image: Pure Xbox

Cameos, cameos, cameos. Zero Company has a bunch of them, and it wasn't until I was sharing an elevator ride with Anakin Skywalker that I realised just how quickly goosebumps could form across my body and fill me with childlike glee.

Now, I'm not about to spoil all of them for you - that wouldn't feel kind. But what I will say is that having notable characters appear throughout the story, alongside generous mentions of when and where Zero Company fits into the Star Wars universe, wholly elevates the entire experience.

From my time spent with Anakin, I felt like he didn't detract from or minimise Hawks (the game's customisable protagonist) in any way. Instead, for the short stint of fighting alongside a Jedi of his calibre grounded Zero Company in an authentic way. As though the outfit exists within a much bigger story.

It’s something I wanted to see more of in Gears Tactics. Sure, we got the Cole Train, which was cool, but his inclusion felt more like a spare part or pre-order bonus than the meaningful sprinkling of Star Wars goodness we get in this one.

4. It's All A Matter Of Perspective

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Image: Pure Xbox

Of all the tactical affairs, Star Wars Zero Company is easily the most cinematic game in this genre.

I've been playing through the story in Quality mode on my Xbox Series X, and despite running the risk of square eyes, I'd regularly scooch closer to the TV in order to lap up every pixel of this spectacle. It's an absolute looker, that's for sure.

Bit Reactor isn't afraid to pull us in for a closer look at Zero Company. Stuff like the camera shifting from a traditional bird's eye view to a tight over-the-shoulder angle whenever you pop off in combat can often look good enough to be an actual third-person shooter. This viewpoint extends into exploration around your base of operations too. ‘The Den’ isn't another ant farm, and walking around and chatting with allies is good fun.

The environments and lighting effects are sublime. I love the way blaster fire streaks through plumes of smoke, whilst spectacular explosions annihilate destructible cover into bits and pieces. Phwoar, it all comes together to make the game feel more like a battle playing out in real-time, even though it isn't.

My favourite bit is all of the passive animations that play out whilst you're busy figuring out your master plan in the menus. You'll see idle units firing off stray blaster shots at each other, purely cosmetic, and if Jedi Padawan Tel-Rea is deployed, she'll even swat those stray blasts away with her lightsabers.

It's a very minor detail, but damn, does it add to the ambience during downtime.

5. Strength In Character Can Defeat Strength In Numbers

At the heart of it all is Zero Company and its cast of misfits. Whilst 'Bonding' was introduced in XCOM 2: War of the Chosen, Star Wars finds a fun way to build on the idea further. Bonds between units increase as you work together to overcome the odds, unlocking perks that boost things like movement distance, melee damage, critical hit chance, and a whole bunch of other buffs.

Unlike other iterations of bonding, each character can vibe with one another and, as the leader of Zero Company, Hawks will occasionally be forced to pick a side between members of the squad. It can get a bit heated, that's for sure. It definitely feels like you're managing a bunch of living characters. Even the recruitable randos are given interesting dialogue options.

Skill trees and operator classes make a real impact in battle too. My personal favourite has got to be the Mandalorian Cly Kullervo, after pumping all of her focus points into her unique sticky-dart ability. You see, it's always satisfying to fry a huddle of enemies troops. Firing off three or four shock darts, then, after a few beeps and boops from Cly's wrist-computer doodad, wiping out an entire platoon in one electrified swoop. It is wicked.

Supporting one another in battle is the true identity of Star Wars Zero Company. Thinking strategically about where to position your units before striking, making sure they each have a clear view of the target and able to provide backup is key. Setting up combo attacks is such a power move in this game, and when it all comes together, watching three members of your squad react in sequence to take down a single target just feels awesome.

I've really enjoyed spending time with each character, going off on personal side-quests with them, bonding and building them into absolute murder-machines. Hawks, the custom protagonist is also just one hell of a character, and I cannot get over the luscious head of hair I've blessed him with.


So, there you have it. My five reasons why I think Star Wars Zero Company is an absolute banger on Xbox Series X, and one of the genre's best in the past decade.

That said, there are a couple of very minor kinks to iron out. The first is something that seemingly bugs all XCOM-type games, and that's when enemy units get stuck in decision paralysis, unable to move or take action. After 3-5 seconds playing statues they usually figure their schtick out, but it does stall some otherwise thrilling encounters. And finally, I noticed that the 'A' button to confirm actions occasionally won't register a button press.

Pretty much, my goal with this feature was to wax lyrical about just how good I think Star Wars Zero Company is. Had I reviewed it, I'd certainly be pondering towards the higher scores. As I mentioned, I'm still yet to see where this tale ends, but if it keeps on sprinkling more of the good stuff listed above, then I can easily see this becoming one of my all-time favourite tactics games in the galaxy.

Will You Be Playing Star Wars Zero Company?

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