Video summary
I BEAT Star Wars Zero Company... my honest thoughts.
Main summary
Key takeaways
Game overview & storyline (no spoilers)
- Star Wars: Hunters / Zero Company (Bit Reactor’s first Star Wars-universe entry, set during the Clone Wars) is a turn-based tactical squad strategy game.
- The story is described as mostly self-contained, with surprising but fitting connections to the wider Star Wars universe.
- The creator highlights that you can fully play as and/or interact with notable Clone Wars-era characters, including Captain Rex.
- The main story appeal is less about “plot twists” and more about character-driven engagement, plus the potential for future expansions of this “Zero Company” corner of the Star Wars setting.
Gameplay highlights (what it plays like)
Core gameplay loop
- Take a squad of four into battles with objectives such as:
- Detonating devices
- Eliminating enemies
- Targeting an MVP
- Capturing/rescuing civilians
- Battles use a turn-based, tactical format (described as XCOM-like).
Character diversity & synergy building
- Each squad member has distinct mechanics, for example:
- A Jedi character is always useful in the lineup.
- The Mandalorian can use advantage points for movement rather than action points.
- Hawk (main character) is a sniper/scout focused on marking enemies and using heavy attacks.
- An Astromech droid can grant extra turns to characters.
- Teamwork emerges through combinations such as:
- Mandalorian-like offense/support pairing with other kits
- Status/defense reduction tools (e.g., jetpack “set enemies on fire” style approaches, weapon-mod scaling as you fire)
Customization & building variety
- You can recruit and heavily customize characters, including:
- Main skill
- Specializations
- Skill tree
- Equipment
- The game encourages experimentation and “min-maxing,” especially with:
- Weapon modifications
- Stacking upgrade bonuses
- Base upgrades allow multiple modification slots per weapon (the reviewer notes they didn’t reach all four slots during their run).
Key strategies / tips discussed
-
Plan around team mechanics, not just individual strength
- Build synergy between kits (e.g., mark/sniper pressure paired with defense shredding plus extra-turn support).
-
Use difficulty intentionally
- The reviewer played mostly on Hard for about two-thirds of the campaign, then reduced difficulty to “beeline” the ending.
-
Understand Ironman/Beskar-style constraints
- In Iron Man / Beskar mode, you can’t save scum—if a character dies on a fail-possible mission, you effectively lose and must restart.
-
Expect “XCOM-like” pacing quirks
- Even when you’ve essentially won, you may still need to mop up many low-threat enemies before the mission ends.
What worked well vs. what needs improvement
Positive takeaways
- Refreshingly close to its advertising / expected tactical formula.
- Authentic-feeling Star Wars integration, including strong character moments (notably Captain Rex).
- Characters are the strongest element; Hawk’s voice performance is singled out as excellent and likable.
Criticisms / issues
-
Replay pacing & variety concerns
- The reviewer wants more environment/enemy variety as the campaign progresses.
-
Difficulty scaling problems
- Enemies can become bullet-spongey and overwhelm you with numbers (an “XCOM-like” curve but frustrating).
- A late boss battle on Hard is described as extremely difficult.
-
Squad size limitation
- Typically limited to four operators on each side (with some exceptions like autonomous allies or enemy infighting).
- The reviewer wants bigger squads in future entries.
-
Technical/performance notes
- A few instances where the game seemed to hang during a ~25-hour run (the checkpoint system helps).
- Possible PC performance issues and turn/cinematic hitching, such as:
- slight delays when issuing commands late in turns
- longer enemy-turn waits
- camera/cinematic glitches during certain shots
- Cinematic camera breaks were annoying but not described as gameplay-breaking.
Run time / difficulty pacing mentioned
- Campaign length: about 26 hours (estimated ~30 hours for slower players)
- Difficulty: mostly Hard, then lowered near the end
Gamers/sources featured (mentioned at the end)
- Justin (reviewer/creator)
- Zach (editor whose footage is shown for parts of the video)
- EA team (mentioned as having a pre-launch Discord server)
- An unnamed person from an EA pre-launch Discord (credited generally; no name provided)
- No other explicitly named gamers are included in the provided subtitles.