Critical Moves Episode 27: Star Wars Zero Company Special

It’s May the Fourth, and we’re celebrating the only way that makes sense—by talking about the newly announced Star Wars strategy game: Star Wars Zero Company. In Episode 27 of Critical Moves, Al is joined by Joe and Nuno to break down everything we know about the game, plus a little history on Star Wars strategy games in general. Expect praise, pessimism, some EA-flavoured rage, and the phrase “space wizards” used unironically.

The Ghosts of Strategy Past

Before getting into Zero Company, the team looks back at past Star Wars strategy titles. There’s love for Star Wars Rebellion (or Supremacy, if you’re British and wrong), which Al still plays and insists is better than its reputation. Nuno digs into Galactic Battlegrounds, which was basically Age of Empires with lightsabers. Joe missed most of them, but has at least dipped into Empire at War, which gets a lot of praise for its dual-layer gameplay and ambitious scale. They all agree: it’s a travesty that there’ve only been four proper Star Wars strategy games to date.

Enter Zero Company

Star Wars Zero Company is set during the Clone Wars, but focuses on the unsung missions behind the main battles—covert operations, sabotage, and squad-level tactics. It’s being developed by Bit Reactor, a team made up of former Firaxis devs, and is already being called “Star Wars XCOM.” Joe’s excited. Nuno’s convinced he predicted the whole thing. Al’s just happy it isn’t about a Jedi with a destiny.

There’s a clear focus on squad dynamics, customisation, and consequence. The game features named characters with unique roles—like the Mandalorian gunslinger, the Jedi Padawan, and a grizzled commander you get to fully customise. But you can also build out your squad with custom recruits and droids, and yes, permadeath is a thing.

Structure, Strategy, and the Den

Unlike traditional linear campaigns, Zero Company lets you pick where to deploy your team across a galaxy map, visiting both familiar and new planets. There’s also a home base, “the Den,” that you can upgrade and expand for new abilities, recruits, and gear. Relationships between squad members grow (or break down) over time, affecting combat performance and morale. It’s giving XCOM, Gears Tactics, and a bit of Baldur’s Gate 3—all wrapped in Clone Wars armour.

The Big EA Question

No Star Wars game discussion would be complete without some concern over EA’s involvement. There’s scepticism about pricing (will it be $70?), early access tiers, and cosmetic DLC. Joe and Nuno are cautiously optimistic but have their guard up. Al plays devil’s advocate: if the game delivers, maybe the price is fair. Everyone agrees that Bit Reactor looks like the right team for the job—if they’re allowed to do it their way.

Hope, Hype, and Hesitation

There’s genuine excitement for Zero Company. The format fits the universe. The developers know tactics. The structure sounds solid. But there’s that lingering worry: what if it goes wrong? EA’s history isn’t clean, and the strategy genre doesn’t usually get blockbuster budgets. Still, if Zero Company delivers, it could set the tone for years of tactical Star Wars gaming to come.

Final Thoughts

A Clone Wars XCOM from veteran developers with deep squad customisation, a flexible campaign map, permadeath, a buildable base, and mod support? Sounds like a dream. Now it just needs to launch without ruining it with overpriced helmets.

You can keep up with all things Star Wars Zero Company over at swzerocompany.com.

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