Star Wars Zero Company is XCOM set in a galaxy far, far away, and even those unfamiliar with turn-based tactics games like me can easily get hooked by it


I’ve never played the wildly popular XCOM series, but despite my lack of experience with those games, when Bit Reactor, a studio founded by former Firaxis Games and XCOM veterans, announced its first project was a Star Wars game, I was keen to see what they had in store. Star Wars Zero Company is a turn-based tactics (TBT) strategy game, and I’ve recently been playing a preview build of the game, specifically the first “18 cycles” that resulted in more than 15 hours of gameplay, and so far, I’m very impressed.

Zero Company is set in 20BBY during the Clone Wars, which game director Greg Foertsch said during the preview event’s presentation “was the perfect fit for us,” and after my time hands-on with the game, I have to agree. The characters, story, and overall atmosphere of the game have a strong Star Wars authenticity that feels very gritty and grounded in this time period; it almost feels like a story arc pulled straight from The Clone Wars animated series.

The player character is Hawks, an interesting sort and former captain in the Grand Army of the Republic, who now leads Zero Company. Hawks is a clever and decisive leader with a checkered past who’s just looking to finish the job and get paid, until Republic Intelligence offers them a gig: an opportunity not only to make a ton of credits, but also to take down a sinister threat known as The Infinite Coil, led by Kundri Fathom.

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Star Wars Zero Company - Hawks

(Image credit: Bit Reactor)

The Coil is a Separatist-aligned, paramilitary cult infected with the Shadow Plague, a mysterious disease that grants unnatural resilience and deadly abilities and which preys on vulnerable populations across Republic worlds to spread their plague and grow their ranks.

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