Star Wars is on a roll lately.
I know that may seem like a tough pill to swallow for those who have been down on it since The Rise of Skywalker, but facts are facts. Whether it's in books, television, or gaming, the folks at Lucasfilm have found a niche that will help to drag them out of the proverbial muck.
Star Wars: Zero Company starts us off in the boots of Hawks, a grizzled veteran who just wants to get this mercenary gig off to the right start. After a cut-short career in the Republic military, Hawks went into the private sector with the only skills that he (or she, if you prefer) excelled in. Combat.
Down on their luck, Hawks and the members of Zero Company are desperate to get out from under the heel of Gorga the Hutt... Do Hutts have heels? I suppose not. They're just trying to get the gargantuan weight of crushing debt off of them. Maybe that's better. In order to do so, Hawks is willing to bend one of Zero Company's rules and work with the Republic that disgraced him in the past. The Republic is shelling out a lot of credits, as it is, and they've tossed a valuable resource into the mix by the name of Bennic. Alongside the Republic lieutenant, a former Separatist named Runa, a medically discharged clone called Trick, and a couple hard-boiled criminals in the form of Kabb and Neesh, Hawks decides to take a run at a Separatist splinter group called the Infinite Coil. Separating from the Separatists... how transcendent.
The Infinite Coil isn't just on some next-level separation, though. They are working to bring about change in the entire galaxy. This comes from the heavy influence of the Coil's leader, Fathom, and the plague that she is desperate to introduce to as many people as possible. While the Republic is dealing with the tail end of the Clone Wars, it's up to Zero Company to take Fathom to task.
The Good
Oh man, where to begin?
Let's start with the narrative.
Star Wars: Zero Company has a strong start that gives a lot of reasons to love it. Hawks and the rest of Zero Company have fleshed out personalities and arcs that draw the player in from start to finish. What makes it so great is really the diversity in the bunch. Zero Company takes a note or two from Baldur's Gate III on this one. Each person takes up more than just an archetype. Kabb was a pro-boxer turned deadbeat dad. Cly is a Mandalorian badass hellbent on revenge. Luco matches Cly's need for vengeance, but as a Separatist he brings his own sense of vitriol about working alongside a clone. Trick doesn't really help matters much when he barely restrains himself from assaulting those he works alongside, either in the comms room or at the sabacc table. Jae is an heiress with a lot to prove, mostly to herself. And Tel is a padawan still coming to grips with the loss of her master. Together, they prove to be a formidable force, even with all the baggage they bring to the holotable. But that's not all. Zero Company really turns up the story to 11 in the second half, and I was absolutely blown away by the direction it took.
Gameplay is great. I know the X-COM veterans at Bit Reactor were really just retooling some of the things that already worked well there, but they did it in such a way to keep things fresh and interesting. Also... not nearly as many preposterous misses and frustrating moments. Each character brings their own variety of skills to the table, and if you don't like them you're always able to go change things up back at the den when you're not waltzing around cracking wise and getting to know the crew a bit better.
Audio-wise the game is fantastic. It has a great score that compliments its entirety, bringing us to the Star Wars universe with tracks that feel fresh and new while harkening back to A New Hope. The voice acting is a masterclass on its own. Matt Lanter shows up here. If you know who that is, then you know why it's a big deal. Oh, not enough? Dee Bradley Baker is also on the roster. Aside from the Clone Wars alumni, the others are also superb. This is especially true of Hawks... At least the male version, as I did not play the female one. He crushed every line and gave a strong delivery in the role of a grizzled veteran with a cynical attitude complimented by a dash of humor. It's hard to say whether Hawks would go down as the next Commander Shepard, but man I really did love him.
Visually... stunning. I'm still pretty blown away at the level the graphics for a debut title from Bit Reactor. I should caveat that by noting that there were plenty of veterans on the team, there, but as I understand it they were straining their budget to do what they could. They nailed it with everything they could, and from the various clothing options for Hawks and company to the fidelity of General Skywalker's facial features... I'm impressed.
The Bad
Speaking of straining that budget, the fact that 80% of the developing team was furloughed in the weeks leading up to Zero Company's release is a travesty. That's honestly the only thing bad I have to say about Zero Company. Those who poured their blood and sweat into Bit Reactor's amazing IP should be reinstated with promises of great things in the future. A sequel, perhaps? Or at least some DLC... C'mon, guys. I'll even pre-order!
The Legend
If it isn't already obvious enough, I'm giving Zero Company the top score that I can. I loved every minute of it, and it's one of those games that I wish I could go back and play for the first time with fresh eyes. It's the best SW game that's come out since Knights of the Old Republic II, and if you know your gaming... that's saying quite a bit. There's a bright future ahead for Bit Reactor, as long as they trust in the force.
10/10
Legendary
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