RGR

RGR

Published Apr 2026

STAR WARS: ZERO COMPANY

STAR WARS: ZERO COMPANY

77

Enjoyable tactics foundations paired with cinematic flair, but a poor story and lack of exceptional quality prevents greatness

From:

Alinea Games

Capcom

Year:

2018

2026

Genre:

Strategy, Text Based

Horror

Played:

Played

200+ hr

20hr

Creator:

Bit Reactor

Year:

2026

Genre:

Turn-Based

Played:

40hr

Published Feb 2025

Published Apr 2026

The tactical foundations of XCOM combined with the magic of the Star Wars universe, but neither really shines through brightly.

SPOILERS

The last Star Wars game I played fully was all the way back in 2005, with Battlefront II! That's 20 years without jumping into this universe in a meaningful way, which is crazy given how much I loved this franchise growing up. Knights of the Old Republic II is one of my favorites of all time.


I know there's been some acclaimed Star Wars games since then, but the newer Battlefronts never grabbed me the same way as those classic predecessors, and the trailers I saw from Fallen Order and Outlaws didn't excite me enough to dive in either.


Zero Company, on the other hand, did catch my attention. I've always enjoyed turn-based and tactical-focused games, and coming off the back of Final Fantasy Tactics and Baldur's Gate III, I was keen to see how things compared. It also looked fantastic in the trailers, with much polish and Star Wars delight on display, plus carrying with it the high praise from the many YouTubers who enjoyed their time in early access.


And it is an enjoyable game, indeed. I played on Hard + Beskar, and found myself quickly hooked, always wanting to run that "one last mission" before turning it in for the day. It's a fantastic idea for a game, with plenty of opportunity to develop a rich Star Wars narrative, whilst building upon the groundwork laid by fan-favorite XCOM, of which the same devs were involved in this project.


Combat and tactics fundamentals are, no surprise then, very solid, given that team's experience. It's intuitive to dive into, and instantly fun, the highlight being your discovery of how the different character styles and abilities work off each other, with the game pushing you to switch things up between the large roster of characters to develop new ways of playing. Coming back from a mission with all the credits, focus points, contracts and new bonds to spend was always satisfying, and tinkering with those systems and watching your company populate the den and get stronger is pleasing.


Some of those mechanics did feel thin or pointless in the end. For example, I never bought or needed a single item from the black market, and no way I needed all those extra den upgrades, like the 6 med bays, black market upgrades, zone influence, or to spend 2500 credits on an upgrade that gives me 1m of extra movement. Even adding new recruits is redundant, given how much the main characters give you. As for the Influence system, it's a decent concept, but feels underdeveloped, with meaningful choices and risk being almost non-existent.


Ultimately, my team would be more than capable, often over-powered, no matter what I chose to upgrade. Even on a harder difficulty, I didn't really have any challenge once I grasped the system a few hours into the early game. Those initial encounters were tough as I learned the basics, but you do quickly hit a point where tactical depth is replaced with going through the motions you've established to achieve those win conditions.


That said, I did get into the occasional tight situation, requiring concentration, planning and patience to navigate into victory. A key unit would get downed and force a risky play, produce some maddening blaster misses, or elicit a pinch of desperation, in hope that I could avoid the restart after an already long slog. The Typhon boss battle in particular was challenging, and took some trial and error with positioning and engagement ordering to succeed. I also needed some resilience against Visser in the Mordant Citadel fight.

But as boss fights go, what's on offer is poor, and there's a lack of creativity in the encounters and set pieces in general. I think back to Baldur's Gate III, which would have these incredibly grand and unique stages for combat, that really made you think about the movement and placement of units, and the bosses, of course, would show up with various sizes, phases and abilities to grapple with.


Zero squadron is somewhat one-dimensional in comparison, with the same set of repeating enemy types running around the same compound-like environments. They might come with different planet variety, but can feel like reskins, and there are no unique hazards or strategic pieces to exploit beyond a weak explosive barrel here and there. The AI is also pretty poor at times, pointing their overwatch at nothing, or running back and forth behind distant crates if I get too far. You don't ever feel like your mistakes will be recognized or punished, which definitely should be on harder difficulties.


The story also is disappointing, given the potential of this universe. It actually does a great job at making you know and care about the growing squad you build - even if they themselves didn't offer a single mention or flying fuck when someone dies - because each company member is unique, has believable motivations, and comes with nice backstories that respect the source material. The voice acting is also strong, and there is a cinematic essence to the experience.


But it's all very uninspired. We essentially get the recycled hive mind trope, and a Baldur's Gate III parasite and cult copy, but far less developed, with plenty of cheesy names like 'The Shadow Plague', 'The Coil' and, of course, 'Fathom', who is really generic. She lacks compelling motivations, and her acting and dialogue has zero charisma. There are a few good small twists and turns to be found in other parts of the story, and the overall pacing feels good, but there's nothing standout or exceptional to note. In fact, I'm baffled at the positive nods the story has been receiving, as it's clearly the game's weakest part.


Even the cycle-to-cycle events are rudimentary. Crack a crate open here, blow up a console there. It works at the start, but the lack of ambition for something more original is felt. I could have been fighting under the legs of a moving AT-AT, kicking people into Sarlacc pits, moving through towering Endor forests, or getting some payback against some slobbering Hutt. Remember how epic the prison escape and Aldhani heist were in the Andor series? We get nothing of this vision or coolness here - something that draws on the greatest parts of the world, not just serving up one more droid rush at a cookie-cutter base.


Also, despite my absence from Star Wars games over the years, I've still found myself watching many of the incredible cutscenes that have come out of that content. These are some of the coolest scenes of the franchise, for example, X and X were unreal, as was X and X, but Zero Company has none of this. Nothing truly remarkable or dynamic happens in any of the connective tissue in between the combat.


So the Star Wars backdrop and storytelling is underutilized, but the graphics, when they perform, are simply lovely. Characters look great, and sites like The Ring of Kafrene were glorious. But again, I have to hold back the high praise because of how glitchy everything was. I didn't have any of the crashes some reported, but even on a high-end PC I experienced plenty of flickering, delayed texture rendering, weird camera bugs and enemies that just got stuck in combat during turns. Definitely immersion-killing and not something you expect on a game of this IP and price.


I'll end on the sound and music, which is well done. The battle soundscapes are excellent and the score is big, classical and cinematic, feeling Star Wars without just redoing its most obvious themes. I actually felt a bit of Matrix influence come through with all the horns, but overall this OST is lacking some variety so does begin to grate. Every score piece feels the same, like it's been designed for the most intense and epic boss fight imaginable, and could have perhaps introduced something more restrained, even dreamy or magical, to evoke additional feelings in some of the lesser fights and moments.

VERDICT

Zero Company does many things well, but nothing exceptionally. The gameplay is fun, accessible and addictive, but mechanistically shallow and lacking challenge, end game content and long term depth. The combat environments are polished but unmemorable, and squander the IPs creative potential. The story is cinematic, and with good characters, but is generic, safe and unremarkable. The graphics are impressive, but glitches and bugs kill the immersion. There's a lot to enjoy, but it's far off something that we'd consider legendary, and definitely overrated, given the wide acclaim it's currently enjoying.

RATING BREAKDOWN

Gameplay

79

Visuals

76

Story

64

Music / Sound

78

BONUS

FINAL

77

Thanks for reading

Thanks for reading

Thanks for reading

CONTACT

contact@ratersgonnarate.com

CONTACT

contact@ratersgonnarate.com