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Reviews 08.24.26 · MILES ARCHER

Star Wars Zero Company is XCOM on purpose. Thursday will tell us if that is enough.

Bit Reactor's Clone Wars tactics game lands August 27. I have not finished a campaign. The public builds, the Q&A, and the design already argue a case.

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Official key art for Star Wars Zero Company. Electronic Arts / Bit Reactor.
Official key art for Star Wars Zero Company. Electronic Arts / Bit Reactor.

I have not finished Star Wars Zero Company. Nobody outside Bit Reactor has, unless they are sitting on a review copy I cannot see from this desk. The game unlocks Thursday, August 27, on PC, PlayStation 5, and Xbox Series X|S. What I have is the public record. Will Fulton at Xbox Wire put 15 hours into a preview build and came back sounding like a man who had already named his squad. Marc Rigg at Impulse Gamer got a couple of hours on PC. Prima Games published a longer hands-on. Bit Reactor spent July answering Discord questions with unusual specificity. EA and Lucasfilm have been publishing systems documents dressed as features. That is enough to review the argument the game is making. It is not enough to grade a campaign I have not played. I am going to stay on that line.

The argument is not subtle. Zero Company is a single-player, turn-based tactics game set in the twilight of the Clone Wars. You play Hawks, a former Republic officer who now runs a mercenary outfit already in debt to the Hutts. A displaced noble and a Republic intelligence agent hire the company to hunt a Separatist-aligned cult called the Infinite Coil, led by Kundri Fathom. There is a plague. There is a shadow war under the official one. If that pitch sounds like Andor with a chance-to-hit percentage, that is the point. The studio has said the Clone Wars cartoon, Rogue One, Andor, and The Dirty Dozen were the tone references. They went to Wookieepedia on purpose. I respect that more than another game that treats canon like a licensing checklist.

Bit Reactor is a new studio with old fingerprints. Greg Foertsch, the CEO and creative director, was art director on the modern XCOM games at Firaxis. Vince Zampella at Respawn asked him to make a Star Wars tactics game. The studio formed in 2022. EA announced three Respawn Star Wars projects that January. One became Jedi: Survivor. One was a shooter that got cancelled. This is the third. Aaron Contreras, who wrote the Jedi games, is on story. Gordy Haab, who already knows how a Star Wars score is supposed to land, is on music. The first soundtrack single went out July 25. The full Hollywood Records album ships with the game. Dee Bradley Baker is voicing Trick and the clones, because of course he is. You do not recast that job unless you want a riot in the comments.

People will call it Star Wars XCOM. They already are. The fingerprints are not hidden. Each operator gets three action points a turn. You move, you shoot, you overwatch. Cover matters. High ground matters. Enemy placement is procedural on handcrafted maps. Three injuries on standard difficulty and that operator is gone. Hawks dying is an automatic mission fail. Beskar mode is the no-reload setting, the Ironman costume with a Mandalorian name. Lead designer James Brawley has been saying out loud that tactics games are machines for generating unique puzzles from enemies, terrain, and your kit. That is an XCOM sentence. I do not think it is a theft. I think it is a studio that knows which cupboard the good pans live in.

A Star Wars tactics game that was ashamed of XCOM would be worse at both jobs.

The interesting part is what they bolted onto that chassis. Advantage is a shared squad resource, capped at 10, that builds when you actually hurt somebody. It pays for the big swing: extra action points, a rocket, a taunt, a chance-to-hit spike for the whole fireteam. It does not cost action points, which means the turn can keep going after the spreadsheet says you are done. Xbox Wire described it as tempo, the thing that turns a losing board into a heroic one. That is the Star Wars part of the design, not the helmets. Star Wars is not a setting where you turtle behind a crate forever. Star Wars is a setting where someone does something stupid and it works because the music said so. Advantage is how you put that on a grid without lying about the math.

The other bolt-on is the Den. Between missions you walk a hangar on the Ring of Kafrene in third person. That location is not trivia. It is the trading post from the opening of Rogue One, the place where Cassian Andor hears that the Death Star is real. Zero Company lives in the plumbing of that era. You talk to the crew. You spend credits. You hire custom operators from a rotating pool. You heal injuries in a medbay that costs money, with a bacta tank if you want it now. You pick the next job at a holotable. Operations are text choices on a galaxy map with more than 150 planets. Tactical missions are the actual firefights, on a smaller list of hand-built worlds: Bespin, Dantooine, Lothal, Ryloth, and others. Time moves in cycles. Jobs expire. Story missions eventually become mandatory. The Mass Effect comparison is sitting right there, and I am not going to pretend I did not notice it. A holotable, a found family, a war that is also a relationship chart. Midnight Suns did a version of this. Zero Company is doing it with Clone Wars furniture.

Hawks is a customizable protagonist in the modern sense. Species, clothes, first name, combat specialization. Foertsch said the two voice options feel like an outlaw cowboy or a by-the-book FBI agent, depending on which Hawks you pick. That is a better character brief than most licensed games bother to write. Hawks is required on story missions and optional on skirmishes. The authored roster around them is the actual writing test. Trick is CT-3301, a clone who likes games of chance and has been with Hawks since the army. Tel-Rea Vokoss is a Tognath Jedi Padawan, and Brawley was blunt: she is the only Jedi Padawan class in the game, so do not get her killed if you want a lightsaber on the board. Cly Kullervo is a Mandalorian of Clan Verminoth, and she is the only one who gets to wear the armor. Luco Bronc is an Umbaran sniper who does not love the Republic that occupied his planet. Jae Mordant is an ore-baroness whose mining citadel got stolen by Fathom. Kabb Uppercut is a prizefighter with a cybernetic arm, a rhyming dialect, and a species, Felshi, invented for this game. That last detail is the tell. They were willing to add a new alien to a universe that already has a filing cabinet of them, because they needed a specific guy.

The support staff at the Den might be the sleeper. Runa Blask is a Togruta former Separatist partisan who handles operations and finance. Xbox Wire flagged Vic Michaelis in the role and described her as smart, a little mean, and unwilling to pretend she likes the Republic. Bennic Halloren is Republic Intelligence. Neesh Renark runs the armory and the black market. Meevo, or M-3VO, is the pilot and the medbay. These are not battlefield units. They are the reason the hangar feels like a place instead of a menu. I have not sat in that hangar for a full campaign. I can still recognize the shape. Games that skip this layer treat operators like guns with faces. Games that build it are trying to make you feel stupid when one of them dies.

Permadeath is on by default and can be turned off. The studio has been explicit about that, and about why they fought over it internally. Wikipedia, citing PC Gamer, says the team was divided and then decided loss is a Star Wars theme, not a difficulty modifier. I buy the theme. I am less romantic about the toggle. A permadeath system you can switch off is both the humane choice and a confession that the campaign still has to function if Tel-Rea walks into a bad overwatch cone in hour six. Custom operators can be replaced. Authored ones cannot, not in the same way. The memorial in the Den exists so you can look at the corpse of a build. That is either moving or kitsch, and I will not know which until Thursday's save files start filling up.

Permadeath is not a difficulty slider. It is the franchise's oldest theme wearing a percentage.

The story, by the studio's own admission, is linear. No romances. No Baldur's Gate branching. Who you bring on a mission can change a scene. Dilemmas at the Den move bond numbers. The ending is largely the same for everyone. Caydence Funk, the lead producer, put the campaign at about 30 to 40 hours for an average player, depending on difficulty and how much tactics you already have in your blood. There is no New Game Plus at launch. There is no official mod support. There are no microtransactions planned, which is the sentence I did not expect to type under an EA logo in 2026 and will be watching like a hawk after launch. The Deluxe Edition is cosmetic packs: Grand Army of the Republic armor, Shadow Collective tattoos, weapon skins. Standard is listed at $59.99. Deluxe at $69.99. Preorders throw in a crystalline astromech pack. I do not care about translucent droid heads. I care that the live-service instinct appears, for now, to have been told to wait outside.

Fulton played on Hard, the third of four difficulties, and said he was scraping by and taking wounds without losing anyone for good. That is one previewer's board. Rigg called the combat some of the most fun tactics he had played in a long time, after a couple of hours. Prima Games left a preview build wanting more. Those are not scores. Those are weather reports from people who got into the hangar early. Weather reports can be wrong. They can also be the only honest thing available on a Monday when the streets are still locked. I am not going to invent a number out of their adjectives. I am also not going to pretend the adjectives are noise. A first game from a studio of XCOM veterans, in a license that has spent a decade pretending it only wanted action-adventures and shooters, was always going to feel like a homecoming to a certain kind of nerd. I am that kind of nerd. The risk is that homecoming is all it is.

What would make it more than a costume? The Bonds system is the obvious candidate. Operators who fight together cross-train. They pick up stats. At max bond they unlock a passive. Call for Backup lets a random teammate add fire to a shot. That is how you turn a procedurally generated Weequay sniper into somebody you will reload a mission for. Fulton recruited two generated sharpshooters because one looked like Kleya from Andor and one looked like a California Raisin, then fell in love with both. That sentence is the whole pitch. Star Wars has always been a toy box that pretends it is a war. Zero Company is a war game that admits it is a toy box. You can field a squad of astromechs. Brawley said he likes that option the way he liked all-white-mage parties in Final Fantasy. You can eventually run all clones, with helmet voice modulation. You cannot recruit Separatist battle droids, which several Discord users asked about with the energy of people who had already written the fanfic. Outfits do not change stats. Species do not have hidden weapon bonuses. The studio did not want you min-maxing a Twi'lek because the table said so. That is a design opinion. It is also a relief.

The third-person bits before story fights are the other candidate. Funk said most cutscenes are real-time so your customized Hawks shows up in them. Story missions let you walk a slice of a planet, pick up intel, and bank Advantage before the grid appears. GamesRadar, months ago, compared that idea to the thing that helped Baldur's Gate 3 travel past the CRPG ghetto. I think the comparison is hopeful and a little greedy. A recon stroll is not a Faerun. It is a handshake. If those strolls are good, they make the isometric fight feel like a place you entered instead of a board that loaded. If they are bad, they are the unskippable corridor before the good part. I have not walked them. The public builds suggest they are short on purpose.

There are limits I want on the record before the hype cycle eats them. The operator cap starts at seven and tops out at 20. Standard squad size is four, with extra bodies on some missions. Snipers do not have fog of war to hide behind, but they also cannot always see what they want to kill. Weather is cosmetic. There are no air support call-ins. No LAAT arriving because you are losing. Hawks has to walk out or the mission is a fail. Tel-Rea is your only Jedi. Cly is your only Mandalorian armor. Kabb is a new species and also a boxer, which means somebody in that writers' room still thinks Star Wars is allowed to be funny. I want that person protected. Licensed tactics games have a habit of sanding off the joke until all that remains is a serious man behind a crate.

Thursday sits in a crowded week. Resonance: A Plague Tale Legacy lands the same day. Metal Gear Solid: Master Collection Vol. 2 finally walks MGS4 off the PS3. Aliens: Fireteam Elite 2 is trying to remember how to be a horde shooter. 1666: Amsterdam is already rolling into early access. Zero Company is the one I keep turning over, not because it is the loudest, but because it is the one that looks like a completed thought. A tactics game. A Clone Wars mercenary company. A hangar. A cult. A soundtrack by a man who has already passed the John Williams audition. No live-service barnacles announced. A permadeath toggle for people who want the theme without the funeral. That is a grown-up product, or it is a very expensive costume. The public builds argue for the first. The full campaign will have to finish the sentence.

Recommendation, stated as a Monday verdict rather than a score. If you have been waiting for someone to take the XCOM machine and let it speak Huttese, this is the week. Buy it if the idea of losing a named clone because you greedied a third action point still sounds like a story. Skip it if you need branching romances, a live-service treadmill, or a Jedi you can reprint when the padawan eats a thermal detonator. I will load it Thursday. I will not pretend I already did. The wire does not require a lie about playtime. It requires a clear look at the object, and this object is a squad you assemble, a war you do not control, and a chance-to-hit number that thinks it can carry a funeral. For a Star Wars game in 2026, that is a more interesting bet than another saber.

Original commentary based on public reporting. Not a reprint.