Star Wars Zero Company Impression

After more than ten hours with the game, it no longer feels premature to say that Star Wars Zero Company could be one of the greatest tactical RPGs in years.

Some previews raise expectations. Star Wars Zero Company shattered every expectation I had. What began with one of the most confident and impressive presentations I’ve attended was followed by an unusually long, remarkably robust preview build that strengthened every promise the developers made. After more than ten hours with the game, it no longer feels premature to say that Star Wars Zero Company could be one of the greatest tactical RPGs in years. Its ambition is immediately apparent, but what makes it so exciting is how convincingly the developers execute that vision. Gameplay, storytelling, presentation, and character development seamlessly reinforce one another, creating an addictive loop that is incredibly difficult to put down. I approached Star Wars Zero Company with measured expectations, but the preview quickly convinced me that it was something truly groundbreaking.

The preview began with an extensive presentation from the team behind Star Wars Zero Company, introducing the ambitious vision behind Bit Reactor and Lucasfilm Games’ tactical RPG. Global PR Manager Elizabeth Jackson opened the presentation before handing things over to Game Director Greg Foertsch, Narrative Director Aaron Contreras, Lead Designer James Brawley, and Lucasfilm Games Executive Producer Orion Kellogg. Foertsch explained that the project began after receiving a call from Respawn Entertainment founder Vince Zampella, which ultimately led to the creation of a Star Wars game built around tactical gameplay. The goal was to combine the depth and strategy of the genre with the cinematic storytelling and world-building that defines Star Wars. According to the team, this was an opportunity to create something the franchise had never explored before while still remaining faithful to the lore.

Bringing XCOM’s tactical combat to a galaxy far, far away.

The developers believe the Clone Wars era was the perfect setting for this approach, offering an ideal balance between large-scale conflict and more personal stories filled with moral complexity. The team behind Zero Company includes developers with experience across games, films, and television, with members who have contributed to previous Star Wars projects. That experience is immediately apparent in the game’s presentation, which places a strong emphasis on cinematic storytelling and detailed environments while giving player choices impactful consequences. The team repeatedly highlighted the importance of player agency, with decisions about squad composition and character relationships influencing how each campaign unfolds. Rather than creating a single predetermined story, Zero Company aims to give every player a different experience based on the choices they make.

The story follows Hawks, a disgraced former Republic officer blamed for a failed mission that destroyed a clone unit under their command. Now leading an unconventional team of specialists for hire, Hawks must rebuild Zero Company, an elite mercenary squad, while facing threats such as The Coil, a Separatist cult infected with the mysterious Shadow Plague. The team described The Coil as an unpredictable enemy force, with members who develop unusual abilities and must survive dangerous trials to become fully initiated. Players will be able to customize Hawks, including choosing their gender and species, with options ranging from Humans and Twi’leks to Togruta, Neimoidians, Devaronians, and Zabraks. The squad itself is equally customizable, with each member featuring unique talents, weapons, and specializations. Even droids can become valuable members of the team, with the BR-1 series standing out as a particularly unique companion.

During the Q&A, the developers emphasized that Zero Company is designed around consequences and player choice. When asked what they were most excited for players to experience, the team explained that their goal was to deliver a Star Wars game where no single element had to suffer for another. They wanted players to experience a strong story, compelling gameplay, and impressive visuals simultaneously, creating the kind of Star Wars experience fans may not have thought possible. This extends into the game’s bond system, where relationships between squad members can strengthen or weaken depending on player decisions. These bonds can unlock new abilities and customization options, while even characters who dislike one another can form unexpected partnerships on the battlefield.

The Den has quite the view!

The confidence shown during the presentation is fully reflected in the preview build. The presentation sounded almost too good to be true, and some of the developers’ promises were difficult to believe at first. Yet after more than ten hours with the preview, those concerns quickly disappeared. The tactical gameplay itself is not entirely surprising; Bit Reactor’s unparalleled expertise in the genre is on full display, with Zero Company sharing many similarities with XCOM’s turn-based combat and strategic decision-making. However, what makes the game so impressive is how naturally the gameplay blends with the story. Every part of the game serves a purpose, reinforcing the others to create an incredibly cohesive tactical RPG.

Missions continually introduce new objectives, enemy compositions, and tactical situations that prevent combat from becoming stale. Returning to the Den proves just as rewarding, as squadmates frequently have new conversations waiting after each operation. Even characters outside the primary squad regularly contribute entertaining dialogue and interactions, which makes the entire roster feel essential to the story. While the main story’s premise may feel familiar at first, the true strength of the narrative lies in the relationships between squad members. Choices made throughout the campaign influence those bonds, strengthening or weakening relationships while unlocking new abilities and character interactions.

Perhaps the most impressive aspect is just how complete the game is, both as a deep, tactical RPG and a story-driven adventure. With launch only weeks away, the preview build is remarkably polished, combining excellent visuals, a phenomenal soundtrack, and memorable characters into a truly unforgettable experience. The developers have also struck an excellent balance between accessibility and strategic depth, with difficulty options that welcome newcomers without sacrificing the complexity longtime tactical RPG fans expect. Combined with endless replayability through evolving squad relationships and extensive customization, Star Wars Zero Company has everything needed to redefine the genre. Whether approaching it as a lifelong Star Wars fan or simply a tactical RPG enthusiast, RPGamers have plenty to look forward to when the full release arrives. I am already confident that Bit Reactor has created something extraordinary.

Disclosure: This article is based on a preview build of the game provided by the publisher.

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