From time to time, Digitalchumps is privy to previews of games that are in development. It’s always fun to see unfinished pieces and figure out where the developers were going with them. Sometimes the previews truly are just a glimpse of what’s to come, while others are nearly finished potential masterpieces that might be an amazing experience once the full game is revealed. Well, this time around, we’re potentially experiencing the latter with Star Wars: Zero Company from developer Bit Reactor and LucasFilm Games.
Star Wars: Zero Company is a tactical, single-player Star Wars game that absolutely has no right to be as good as it was in the short time we spent with it. Now, I get the cynicism that lives and breathes within that statement, but please consider how many recent missed opportunities the franchise has suffered in the hands of companies that just didn’t get what Star Wars fans wanted. This game, right now as it stands, is what Star Wars fans want.
Now, before we get started with this preview, let me just throw in a small disclaimer. I’m not a huge tactical fan by any means. Some of the games in that genre stick, while most miss. Pacing was always a problem for me in this genre, as was the limited amount of story. I felt most of what always gets focused on with these games completely misses the previously mentioned gameplay elements. Mechanics seem to be the focus, and they overshadow everything else; they are nice in their own right, but setting story stakes and getting through a battle quickly with as much player agency as possible is far more enjoyable. It’s a tough balance between both, and one that most games in this genre miss.

So, where does that leave Star Wars: Zero Company? I was very fearful that Star Wars was going to be used as a gimmick with a typical tactical experience that relied more on license than effort. Again, going back to the more recent releases, that was a good concern. Thankfully, that isn’t the case with Zero Company. Not only does it deliver a story and meaningful characters, but it puts the pace of the game squarely in the player’s hands, all while using the essence of the Star Wars universe and expanding upon it beyond intellectual property that has been tirelessly used. In short, Bit Reactor and Lucasfilm Games have brought a potential tactical masterpiece out of hiding and have so far shown how to properly use a Star Wars IP. Let’s discuss.
Starting with the story, Hawks is a leader of a mercenary group that is occasionally hired to take down baddies, separatists, and/or other questionable groups that need eliminating. The story begins with the mercenary group’s downturn and their struggle to keep their finances in the black. After many successful missions, most of which have seen the group being swindled out of money, they end up finding their honeypot. Their big break occurs when they’re hired to hunt down a rather nasty leader named Kundri Fathom, the head baddy of a group called the Infinite Coil. The separatists have been hell-bent on unleashing some pretty nasty stuff on an unsuspecting galaxy. A worthy motivating storyline that brings with it some well-defined stakes.
In addition, the narrative is set at the end of the Clone Wars, but instead of working within that narrative, it sits below it, working at a distance. The story is more than solid in its direction, as it will occasionally show off and mention familiar faces, but for the most part stays out of the well-known Saga to follow its own path with a new threat to the galaxy at the forefront. The narrative is kind of in the same vein as Star Wars 1313 (RIP), where familiarity is present but not driving the story.
What I really liked about this short time with the game’s story is how the stakes felt real. While It’s easy to cover up any meaningful story with good gameplay, Bit Reactor chose not to go that route. For example, Hawks is a leader with problems. He is struggling to do what’s right while also trying to balance taking care of his team. You can feel his struggle with these elements. The personalities that make up the mercenary team don’t collectively gel with that flexible success. Right out of the gate, once the initial introductory mission was complete, Hawks was in the scrum with some of the mercenaries back at home base, as their frustration with financial success was bubbling over thanks to some pretty significant failures.
Right out of the gate, the player is handed problems, and stakes are set. If Hawks and his team don’t earn more money, then he’ll not only lose teammates, but also potentially be hunted down by the Huts, whom he owes money to. The pressure of the story is felt in the performance of the gameplay, which should work hand-in-hand and, thankfully, does during this short preview. When the player can feel the story through the gameplay, then rest assured a game is on the right track.
Speaking of gameplay, it’s surprisingly easy to get into and squarely focuses on player agency without much complication. When you’re playing a tactical game, you want that combination. The first bit of gameplay we ran into during our time with Star Wars: Zero Company used a dial to control all the moves, including walking, covering, defending, and engaging. The dial was simple to navigate, as the chosen move, offense or defense, was as simple as opening it up and choosing a method of approach, then pushing the character as far as desired on the battlefield. Yes, there is still a tactical point system and an order of operation, but pulling these things off was a thoughtless breeze. While this wheel of simplicity certainly helped keep complications down, the complication was shifted solely back to the player and their approach to the fight.

Strategy should lead all tactical experiences, and Star Wars: Zero Company excelled in giving enough options to the player, while leaving how they used them up to the player. That flexibility means there are multiple ways for a player to end a fight. There is no Advanced Wars-like linear solution; rather, the player can approach a battle however they so choose, much like playing the game of Risk.
Staying with Risk, there is a lot of it during gameplay. While Hawks can’t be truly killed and the group continues, there are permadeath elements built into the gameplay. This means that if a player loses a teammate, they will have to hire a new one and replace them. Yes, they will never recover that fallen teammate. That adds more stakes to the gameplay outside of the story, and it also adds more pressure to how a fight is approached and what risks the player is willing to take to end a battle. Adding actual consequences to the game, ones that truly matter, like a permadeath option, makes this even more than the typical tactical experience.
Now, beyond the battlefield and story, the game shows its depth with the in-between moments. When Hawks and his crew aren’t fighting baddies and risking their lives, they are back at their home base preparing for the next great battle and/or improving their living situation. At their home, Hawks can juggle the crew, approaches, weapons, and the main story and side quests. That latter mention is important because I didn’t expect that to have such prominence in a game like this. To make money and keep the crew happy, Hawks can do side quests, which offer their own compact storylines. These side quests are a healthy detour from the main storyline and give the player options to accomplish more than just a linear path. Having side quests means that there is far more gameplay, and the single-player experience is extended in the process. Of course, those still come with the same risks, which means the player has to truly think about whether the juice is worth the squeeze. Ultimately, it keeps the game fresh and interesting while offering more player agency.
Anyway, our time with Star Wars: Zero Company showed us a few things. The first, and the biggest, is that there was someone out there who has treated the Star Wars IP with respect and has potentially delivered what Star Wars fans didn’t know they needed – a good Star Wars gaming experience.
I cannot wait to see the finished version of this game. It’s on its way to being a true Star Wars standout. We will keep you in the loop on this title.