Reading: Star Wars Zero Company preview shows turn-based Clone Wars tactics with permadeath

Star Wars Zero Company preview shows turn-based Clone Wars tactics with permadeath

Published
3 min read
Advertisement

Star Wars Zero Company has surfaced as a turn-based tactics game set amid the Clone Wars, and its first hands-on look makes one thing plain: this is not a loose Star Wars tie-in, but a squad game built around risk, recovery and losing people on purpose. The preview build was played for 15 hours over the course of a week, enough time to show how quickly the game can turn a mission into a mess.

That matters now because the game is being discussed as a fresh strategy project from former XCOM developers, which puts a familiar name behind a very unfamiliar corner of Star Wars. Players do not enter as a blank slate commander either. They control Hawks, a former Republic officer leading Zero Company, and he starts out in debt to the Hutt crime syndicate before a displaced noble and a Republic Intelligence agent pull him toward an investigation of the Coil, a dangerous cult spreading through the outer reaches of the galaxy alongside a mysterious plague.

The game’s center is a squad that can be shaped in more than one way. Hawks can be fully customized at the start, then respeced later, and generated characters can be edited for appearance and personality whenever the player wants. The roster also stretches beyond the hand-built crew: players can recruit procedurally generated teammates from an available pool, or even build characters from scratch from the start menu and decide whether they should be available for recruitment. Early on, that system produces a mix of faces and roles, including Yaan Nia, a human rebel firebrand, and Kos Niemz, a Weequay mercenary.

- Advertisement -

But the game does not let that flexibility erase consequence. Going down in combat gives a wound, and three wounds without resting is the end of the line. That rule lands early, when one unfortunate Rodian dies in the tutorial mission and the starting squad becomes Trick and Kabb Uppercut, the ex-convict boxer and Hawks’ best friend in the bond system. Jae Mordant later joins after her mining citadel is stolen by Fathom, the Coil’s leader, and the result is a roster built as much around losses as around recruits.

That is the sharpest thing Star Wars Zero Company seems to be selling: not just Star Wars with tactics, but Star Wars with permanence. The setting may be Clone Wars era, yet the design leans into a harsher kind of campaign, where a bad fight can scar a squad and an early casualty can change the shape of the whole run. What remains unanswered is the one thing players usually want first: when they will actually get to play it themselves.

Advertisement
Share This Article