Star Wars Zero Company released on August 27th and quickly became one of the most notable tactical games of the month.Bit Reactor took the familiar formula of turn-based combat, but relied on more than just cover and chance to hit.Between missions, the player returns to base, heals soldiers, upgrades the team, and prepares for the next mission.

It is this combination that best explains why Zero Company is not reduced to the formula “XCOM in the Star Wars universe.”Action points, positions, and space control are important on the battlefield.At the base - squad composition, injuries, new specializations and relationships between characters.

Key art of Star Wars Zero Company with Hawks and squad members
Zero Company unites clones, Mandalorians, Jedi and other fighters in one squad.Image: Electronic Arts.

Three action points give freedom within the turn

Each squad member receives up to three action points.They can be spent on movement, shooting, abilities or items.The player chooses the order himself: first shoot, then go for cover, or vice versa, take an advantageous position and only then attack.

The observation mode works separately.The fighter marks the sector and shoots at the enemy if he moves or acts inside the control zone.The more action points invested in surveillance, the more targets the operator can intercept.

Tactical combat in Star Wars Zero Company with cover and action menu
Battles take turns, with cover and action points determining the pace of each attack.Image: Electronic Arts.

Wounds make mistakes noticeable after combat

Losing health does not always result in the death of a character.A downed operator can be picked up, but is wounded.Such injuries reduce characteristics and require treatment at the base.

On standard difficulty, three wounds lead to the final loss of a fighter.Therefore, an unsuccessful assault affects not only the current mission.An error can weaken the composition for the next few operations or completely deprive the player of a pumped-up character.

Specialization is more important than a universal build

Zero Company has several combat roles: frontline soldiers, medics, snipers, scouts and other specializations.They set the foundation for the build and define what the character does best.

Moreover, the squad is not limited to ready-made heroes.You can hire your own operators, change their appearance, voice, equipment and specialization.In the long run, this turns each campaign into a story of a specific cast, not just a set of story characters.

The base connects tactics and plot

Between missions, the camera switches from isometric to third-person view.At the base, you can talk with members of Zero Company, treat injuries, purchase equipment, and select the next target on the galactic map.

Zero Company base with holographic map and team members
At the base, the player prepares flights, treats operators and communicates with the team.Image: Electronic Arts.

This part is as important as the shootouts themselves.When the player knows who exactly is going on the mission and what he can lose if he fails, the next mistake is perceived differently.Permanent losses do not work as a separate difficulty setting, but as part of the unit's history.

Star Wars helps tactics here, not replaces them

The game uses familiar elements from the Clone Wars era: battle droids, clones, Jedi and Mandalorians.But Zero Company works best when a recognizable universe supports the mechanics.The composition of the team determines the set of abilities, connections between heroes open up new bonuses, and losses change the available options on subsequent tasks.

As a result, the main interest lies not only in fan service.Zero Company gives you a clear step-by-step framework and then adds long-term consequences to your decisions.This is what makes the campaign alive: after a successful mission, you remember not only the victory, but also who returned to base with a wound and who will have to be replaced before the next flight.

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