Core Memo

Memorandum

To
Anyone who needs the day in one page
Date
August 27, 2026

Memorandum

From
Caroline Mercer via GameSpot - All Content
Date
Filed
Culture·4 min to read
Re

Star Wars Zero Company Review: A Tactics Game That Pushes the Genre Forward

ReStar Wars Zero Company Review: A Tactics Game That Pushes the Genre Forward

Star Wars Zero Company is a rare Star Wars game that meaningfully advances the tactics genre, using the Clone Wars setting to iterate on the XCOM formula with unique character abilities and a compelling story.

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Star Wars has inspired video games for decades, but most have been content to follow established templates. Star Wars Zero Company breaks that pattern, delivering a turn-based tactics game that builds on the XCOM formula rather than merely imitating it. Set during the Clone Wars era, the game combines familiar tactical combat with the rich possibilities of the Star Wars universe to create something genuinely fresh.

The story centers on Hawks, a disgraced former Republic commander who now leads a struggling mercenary outfit called Zero Company. When a young Republic officer named Bennic offers steady work in exchange for settling debts, the team takes the job. What follows is a narrative that treats its characters with unexpected depth. Bennic is not the conniving manipulator he could have been; instead, he becomes a genuine ally and friend to Hawks. The other named members of Zero Company, including a decommissioned clone named Trick and a grizzled boxer called Kabb Uppercut, are similarly well-drawn. The one weak link is Cly, a Mandalorian bounty hunter whose inclusion feels perfunctory, though her combat abilities make her a valuable addition to the squad.

The plot centers on a threat called the Coil, a cult that grants its members superhuman abilities under the leadership of a figure named Fathom. The threat is appropriately scaled for the story, dangerous enough to matter but small enough to avoid attracting the attention of the Jedi or the Grand Army of the Republic. This gives the narrative real stakes while keeping it grounded in the broader Star Wars setting.

What truly sets Zero Company apart, however, is its approach to character abilities. While the game allows players to recruit randomized soldiers, the named characters are the real stars. Each one has abilities tailored to their Star Wars identity, and this is where the game meaningfully pushes the genre forward. Cly, for example, uses a Mandalorian jet pack to cross vast distances, ignore height restrictions, and land in the middle of enemies, knocking them back and inflicting burn damage. Her default weapon, a three-shot pistol, perfectly captures the feel of a Mandalorian dropping into a fight and picking off weakened foes.

The Jedi character excels at melee combat, using a lightsaber for heavy damage, pushing and pulling enemies with the Force, and entering a defensive stance that blocks blaster bolts. Droids, meanwhile, serve as incredibly useful support units, granting teammates extra moves and carrying more equipment than anyone else. As the game progresses, players unlock the ability to recruit clones, droids, a Mandalorian, a Jedi, an Umbaran, and other unique operators, each with their own specialized abilities. The variety is impressive and makes every squad composition feel distinct.

Zero Company is a rare example of a Star Wars game that uses its source material to innovate rather than simply reskin a familiar genre. The combination of well-developed characters, a compelling story, and tactical combat enriched by the lore of the Clone Wars makes it a standout title. Fans of tactics games and Star Wars alike will find much to appreciate here.

Caroline Mercer

Author

World News Correspondent

Caroline Mercer covers public affairs, politics, business, culture and daily news for Core Memo. The role focuses on verification, context, and clear explanations for readers.

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