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STAR WARS Zero Company Review

Дата публикации: 12-10-2026 00:40:04

Command intergalactic mercenaries - I've been enjoying the SRPG fun of STAR WARS Zero Company and figured I should finally review it so fire-up your blasters and let's get to it. Read more: STAR WARS Zero Company Review

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STAR WARS Zero Company Review thumbnail

Command intergalactic mercenaries

A.J. Maciejewski

Reviewed by playing a PS5 on October 11, 2026 🛰️

STAR WARS Zero Company is also available for Xbox Series X

STAR WARS Zero Company is rated Teen by the ESRB

I've been enjoying the SRPG fun of STAR WARS Zero Company and figured I should finally review it so fire-up your blasters and let's get to it.

Video Chums loves promoting hard-working indie devs so check out our Indie Game of the Month Awards and Rapid Fire Reviews. 👍

STAR WARS Zero Company screenshot 1This is the droid I was looking for Be the best Hawks you can be

STAR WARS Zero Company has you play as a created character with a set last name and it's your job to lead a ragtag group of oddballs to carry out missions in order to pay off your debt and save the galaxy from a nefarious cult in the process. The campaign that unfolds is increasingly open-ended where you decide which missions to tackle next as well as make choices that can affect the relationships among your crew as well as provide advantages and all of these systems work together quite nicely to ensure that you feel like you're in charge as you forge ahead. I really appreciate the variety of characters that you can recruit along the way and if you have permadeath enabled, reflecting on your past chums can make for a somber moment. Overall, the story premise, campaign structure, and constant sense of progression are rewarding and open enough to keep you planning ahead and as you do, you'll likely start feeling a kinship with your diverse teammates. 👩‍🚀 v1d30chumz cyzttywqbywxz

STAR WARS Zero Company screenshot 2It's feeling a little cramped in here so I like the odds of overwatch working out Take out nogoodniks

Obviously, the core gameplay of STAR WARS Zero Company is SPRG battles and they're quite unconventional. Specifically, they take place on smaller maps than most games in the genre which is fine as many of the scenarios that you'll find yourself in feel more like puzzles to work out than grand-scale wars which I appreciate. At the same time, I wish there were some grand-scale battles to help mix things up. Similarly, the assortment of weaponry is small with only a few firearm types but there are a lot of abilities and strategies that you can implement which make up for the lack of weapon variety and add to the puzzle-like nature of the battle system. For example, blasting an adversary with a low hit chance may destroy a wall that lets you decimate a whole group of foes with another character while lobbing grenades at clusters of nogoodniks is always a thrill. I love the advantage system, too, where you can leverage points to activate truly potent skills. 💥

Now, I should mention that although there's a wide variety of situations at the start where you thin out enemy mobs, plant explosives, steal loot, and extract your team, the missions become more predictable as you advance through STAR WARS Zero Company's campaign. Along with the feeling of repetition that comes with this is a sense of not being challenged enough as strategies that you formulate in the first hours of your playthrough can be used dozens of hours in with your enemies not standing a chance even on the hardest difficulty. I wish more was done to maintain the overall challenge and complexity of it all but as it is, there's still a ton of fun to be had, especially as you customise and optimise your unit and unlock more cosmetic goodies that let you really make your chums look like a dream team. 👕

STAR WARS Zero Company screenshot 3My chums seem to support this choice most so I guess I'll pick it! Progress onward and upward

Speaking of customisability, there's a lot you can do in STAR WARS Zero Company from filling out skill trees, enabling boosts via teammate relationship levels, sending injured mercenaries to the medical bay, buying stuff from the black market, and recruiting chums that you can send on missions by themselves. Although there's a lot you can do to grow your team in between battles, I found these systems to be overly compartmentalised and wish they were streamlined in a more intuitive way as I regularly forgot that I could do certain things. 💡

Some good news is that if you find all of STAR WARS Zero Company's systems to be too confusing, there are accessibility settings that'll let you keep forging ahead without caring too much about these tacked-on systems. For example, you can lower the difficulty and disable permadeath which will make the campaign super-easy even if you never end up taking advantage of certain aspects like modding your weapons. 🔫

STAR WARS Zero Company screenshot 4I wish I remembered to pack my space coat

I had a great deal of fun with STAR WARS Zero Company, especially considering how open-ended it is. With accessibility settings that ensure anyone can enjoy it and customisation systems that'll make your team truly feel like yours, there's a lot to love here.

  • + Rewarding gameplay loop with enjoyable puzzle-like SRPG battles
  • + Wide variety of missions to challenge at first
  • + Lots of customisability and accessibility
  • - Progression systems are too compartmentalised
  • - Eventually becomes too easy and repetitive
  • - Could use more weapons and bigger maps

8.2 out of 10

Gameplay video for STAR WARS Zero Company thumbnail Watch A.J. play STAR WARS Zero Company 11:19 Which Mega Man Robot Master Are You?

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Filed under: Reviews › PlayStation 5.

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