Bit Reactor’s highly anticipated tactical game set in the Star Wars universe, Zero Company, has finally emerged from the shadows, revealing its intriguing narrative and gameplay mechanics. After an extensive hands-on session lasting approximately 4.5 hours, along with insightful discussions with the development team, a clearer picture of this Clone Wars-era black ops story has begun to take shape.
Is there a Zero Company release date?
While Star Wars Zero Company is projected to launch in 2026, a specific release date remains undisclosed. Initial impressions from early gameplay in February suggested the game was on track for a release this year, but further details are still awaited.
<h3 class="article-bodysection” id=”section-what-is-star-wars-zero-company”>What is Star Wars Zero Company?
Described as “Star Wars XCOM,” Zero Company offers a fresh take on tactical combat, blending familiar mechanics with a presentation style reminiscent of titles like Jedi: Fallen Order and Mass Effect. Players will command a mercenary group composed of former operatives from both the Separatist and Republic factions during the tumultuous Clone Wars, as they delve into the mysteries of a new Dark Side faction on behalf of the Republic.
The combat system draws inspiration from XCOM, yet introduces innovative elements that enhance player immersion. Notably, players can navigate their home base in full third-person control, seamlessly transitioning between tactical missions and character interactions. This design choice blurs the lines between squad tactics and role-playing elements, reminiscent of the engaging rhythm found in Mass Effect 2.
<h3 class="article-bodysection” id=”section-who-is-zero-company”>Who is Zero Company?
Players will step into the shoes of a custom protagonist named Hawks, a disgraced Republic officer navigating a galaxy at war, accompanied by their loyal clone war buddy, Trick. The titular Zero Company operates as a covert mercenary group, embodying the spirit of the classic A-Team, albeit with a moral compass guiding their actions. The game features a diverse cast of authored squadmates, each with unique abilities, including:
- Trick: Clone commando
- Kabb Uppercut: Cyborg boxer
- Cly Kullervo: Mandalorian mercenary
- Luco Bronc: Umbaran sniper
- Jae Mordant: Ousted nobility
- Tel-Rea Vokoss: Jedi padawan
In addition to the main characters, players will encounter various support characters at their home base, known as the Den. Each squadmate is subject to the same permadeath rules as custom mercenary operatives, ensuring a level playing field. Unique abilities tied to story characters persist even if respecced, adding depth to the gameplay experience.
<h3 class="article-bodysection” id=”section-how-does-character-customization-work-in-zero-company”>How does character customization work in Zero Company?
Character customization in Zero Company is extensive. While story squadmates have fixed appearances, they can be respecced to any class except for restricted “exotic” classes. The base classes available include:
- Assault
- Heavy
- Sharpshooter
- Soldier
- Scoundrel
- Gunslinger
- Scout
- Medic
Players can also choose from various Star Wars alien species for their customizable mercenaries, including:
- Devaronian
- Human
- Mirialan
- Togruta
- Twi’lek
- Zabrak
<h3 class="article-bodysection” id=”section-how-s-the-combat-in-zero-company”>How’s the combat in Zero Company?
The combat mechanics in Zero Company will feel familiar to those who have played XCOM. Players typically control a squad of four characters, each with three action points (AP) per turn. The strategic use of abilities to restore AP mid-turn adds an extra layer of tactical depth. The squad also features an “advantage” bar, functioning as a communal ultimate meter that enhances combat capabilities.
Early gameplay encounters were challenging and memorable, with a variety of mission objectives such as hostage rescues and control point captures. The maps are designed to encourage strategic thinking, with enemy positions and unit compositions that require players to adapt their strategies on the fly.
<h3 class="article-bodysection” id=”section-what-does-zero-company-s-meta-game-look-like”>What does Zero Company’s meta game look like?
The home base, known as the Den, offers an unprecedented level of immersion, allowing players to engage in research, gear upgrades, and mission selections. The game operates in “cycles,” with missions available for a limited number of cycles before they expire. In addition to tactical missions, players can undertake non-combat “operations” that involve intelligence-gathering objectives, reminiscent of text-based adventure elements.
Decisions made during these operations can impact squad morale and the rewards received, adding a layer of complexity to the overarching narrative. The ideological diversity within the squad creates tension, as actions taken in favor of one faction may alienate others, enhancing the ensemble story experience.
<h3 class="article-bodysection” id=”section-other-details”>Other details
Is there romance in Zero Company?
In a departure from traditional RPG elements, Zero Company will not feature player-centric romance subplots, focusing instead on the core tactical and narrative elements.
Who’s making this game?
Developed by Bit Reactor, the team boasts a wealth of talent, including around 20 former Firaxis developers. The game is being published by Respawn under the EA banner, with Aaron Contreras, known for his work on Fallen Order and Jedi Survivor, leading the narrative direction for Zero Company.