I’m hopelessly surrounded. Hordes of Clone Troopers watch my squad’s every move as we crawl desperately towards the extraction point, knowing deep down that one wrong decision will be our last.
We’ve taken the objective, so now all we need to do is get out alive. Which is unfortunately much easier said than done when you’re outgunned, outmatched, and forgot to bring your dual-wielding Jedi along for the ride.
But the beauty of Star Wars Zero Company comes from how there’s always a clever way out of such predicaments. I can send a powerful sharpshooter to higher ground and dispatch the battle droids from afar, or trust my blaster-wielding bruiser to capture an objective alone, with his allies providing covering fire.
Developer Bit Reactor has crafted an exceptional strategic adventure that not only lives up to the pedigree of XCOM, but expands on the killer formula through strong characters and a surprisingly poignant narrative at the centre of it all.
It’s not without a few notable shortcomings and an unfortunately helping of technical issues, but that doesn’t prevent Zero Company from being one of the strongest outings to a galaxy far, far away in a very long time.
You play as Hawks, a hardened mercenary who once served in the Republic Army before a tragic incident saw countless soldiers killed under their command.
Now you make your living as the leader of the titular Zero Company, an outfit that operates between the Republic and Separatists without ever truly picking a side. You go where the money is, even if that means siding with The Hutts or forming a temporary alliance with the armed forces our protagonist once walked away from.
Taking place between the events of Attack of the Clones and Revenge of the Sith, the driving force of the narrative is The Coil. This dastardly group is spreading a plague throughout the galaxy that turns innocent people into hivemind-obeying supersoldiers.
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