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Why Star Wars: Zero Company Might Be the Best Squad Tactics Game in Years

August 26, 2026 11:05 pm in by
EA Games

It is no secret that new Star Wars releases often enter the galaxy under a mountain of heavy expectations and intense scrutiny. Every fresh title faces an uphill battle to prove it is not just another familiar skin stretched over an aging template. Fortunately, Star Wars: Zero Company does not just clear that hurdle; it vaults right over it. Combining gritty underworld storytelling with accessible, high-stakes tactical combat, this release proves that a galaxy far, far away still has plenty of surprises left to offer.

EA Games
EA Games

From Republic Outcast to Underworld Commander

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Set during the tumultuous Clone Wars era, the narrative puts you in the boots of Hawks, a disgraced former Republic officer carrying the weight of a disastrous mission that wiped out their entire squad. Looking to rebuild a reputation and escape the past, Hawks becomes entangled in a dangerous conspiracy involving a shadowy faction known as The Coil. This hostile syndicate is weaponising a sinister viral threat dubbed the Shadow Plague, capable of infecting and mind-controlling anyone in its path.

Operating from “The Den” (a sprawling hideout nestled in the asteroid settlement of the Ring of Kafrene). Hawks must recruit a ragtag crew of mercenaries, rogues, and customisable Clone Troopers to stop The Coil’s spread across worlds like Bespin, Lothal, and Dantooine.

While the premise is rooted firmly in Star Wars lore, the character dynamics give the story a distinct, gritty identity. At times, the banter and morally grey contracts make the experience feel closer to a classic space-western ensemble like the TV series “Firefly”, swapping out roaming bandits for battle-hardened clone commandos. The stellar voice acting and grounded character arcs elevate what could have been a standard spin-off into a genuinely gripping journey of redemption.

EA Games
EA Games

Fluid Tactics and Squad Chemistry

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On the battlefield, Star Wars: Zero Company adopts a turn-based tactical framework that values positioning, resource planning, and squad synergy.

Each unit is granted an allocation of Action Points (AP) per turn to navigate cover, flank entrenched positions, fire weapons, or trigger defensive buffs. The gameplay avoids the frustrating, overly punishing percentage rolls found in traditional hardcore tactical titles, offering a smooth, readable flow that feels instantly approachable.

The gameplay is defined by several key mechanics that emphasize tactical decision-making and squad synergy. At the forefront is the Bond System, which allows players to pair specific squad members together to unlock powerful shared abilities, such as coordinated crossfire, defensive cover buffs, and crucial field revivals. However, these tactical choices carry significant weight due to the game’s Permadeath Stakes. Squad members can permanently fall in battle, and while this feature can be toggled off for a more relaxed playthrough, leaving it active injects genuine tension into every movement and strategic call on the field. Mainly because if they fall you’ll miss a chunk of story elements related to that character and it’s actually a story you want to know every single element of.

Beyond the battlefield, players are tasked with dynamic roster building to ensure their team is ready for any threat. Alongside the unique, story-driven heroes like Trick, Kabb Uppercut, and Runa Blask, you can recruit and tailor generic operatives by progressing them through distinct perk trees. Between missions, the squad retreats to The Den, an explorable hub for base operations. Here, players can take a breather to research new gear, manage the squad’s morale, and chart out future mission trajectories using the galaxy Holotable.

Where the game occasionally stumbles is in its secondary dispatch missions. Selected via the Holotable, these minor operations rely heavily on brief text menus that lack the cinematic weight and visual clarity of the primary combat encounters, sometimes feeling disconnected from the main campaign momentum. However, when your boots are actually on the ground, the tactical balance is exceptional.

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EA Games
EA Games

The Verdict: Who Should Play It?

If you appreciate the strategic depth of XCOM, the fluid accessibility of Mario + Rabbids, or the character-driven squad mechanics of Mass Effect, Star Wars: Zero Company is built for you. It strikes a rare balance between approachable tactical combat and deep, meaningful squad customisation.

The thing that makes Star Wars: Zero Company stand out is that even if it had a generic scifi skin on the game it would still be exceptional and that is how all Star Wars games should be. It’s easy to Highly Recommend this title and if I was handing out top scores this would easily be my first 10 of the year.

Platforms: PlayStation 5, Xbox Series X/S, Windows PC

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