Star Wars Zero Company review roundup
IGN and Skill Up both praise Zero Company for its flexible combat, companion missions, and Star Wars presentation. Their reviews also identify weaker economy balance, camera behavior, and procedural replay value.

Review roundup verdict
The reviews find that Zero Company uses its Star Wars cast to reshape familiar tactical roles. A Jedi controls space with Force abilities, a Mandalorian crosses elevation with a jetpack, an astromech trades direct fire for Utilities and AP support, and conventional blaster roles still matter beside them.
The campaign follows a defined, character-driven story instead of an endlessly procedural structure. That supports stronger companion arcs and mission context, while offering less of the procedural replayability associated with XCOM 2.
Combat rewards active coordination
The familiar cover-and-percentage framework is more aggressive than it first appears. Three AP can be split in any order, Advantage pays for abilities without using AP, destructible cover opens targets, displacement can throw enemies into hazards or Overwatch, and Call for Backup rewards planning across two Operators.
Both reviews emphasize how naturally the Star Wars roles fit this system. The flexibility to change many standard specializations and later combine role trees lets players try different tactics without discarding favorite characters.
Companions give the campaign its weight
The main plot follows Hawks and the company against the Infinite Coil, but the named companions carry much of the emotional payoff. Their multi-phase quest lines run alongside the campaign, add distinctive objectives, and tie Bond rewards to relationships built in missions.
The restraint around familiar Clone Wars characters is a strength. Cameos support the setting without replacing the new squad as the center of the story.
Mission design keeps the formula moving
Objectives extend beyond clearing a map: sabotage, rescues, retrieval, escapes, shifting danger zones, and companion-specific scenarios change movement priorities. Story missions also use short third-person exploration segments to connect multi-stage locations.
Maps are tighter and usually reveal their threats, so the pressure comes from visible geometry, enemy abilities, and objective timing rather than surprise fog-of-war ambushes.
Where the campaign is rough
- Camera framing can become unreliable during cinematic attacks and reactions.
- Graphical bugs and long hitches appeared in review builds, though the IGN review did not report mission-breaking failures.
- The balance between Credits, facility construction, and Black Market purchases can make the economy feel too restrictive.
- Some reviewers wanted more enemy variety across a 30-to-40-hour campaign.
- A linear story and fixed maps limit the procedural replayability expected from XCOM 2.
Who should play it
Play Zero Company for a story-driven tactical campaign, flexible four-person squads, strong companion writing, and Star Wars combat roles translated into readable mechanics. Do not buy it expecting multiplayer, an open-ended strategy sandbox, romance, official mod support, or a Force-user power fantasy centered on a Jedi commander.
Sources used 3
- EditorialIGN video review
- EditorialSkill Up video review
- OfficialEA official game page