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Star Wars: Zero Company Will Be Brilliant Because XCOM Is Brilliant
GamingRetroOpinion

Star Wars: Zero Company Will Be Brilliant Because XCOM Is Brilliant

Give the Rebellion a squad, a grid, and permadeath — the rest takes care of itself.

Analytical+ Nostalgic
4 min readAugust 17, 2026

Your first squadmate dies on the third mission. Not a dramatic hero moment, not a cutscene sacrifice. Just a bad angle, one stormtrooper who rolled high, and a name you've already started assigning a personality to. You sit there for a second, staring at the empty tile where they used to be. Then you radio in a replacement and move on, because the mission still has to get done and the memory of that name is now the only thing keeping your remaining soldiers alive.

That's the XCOM feeling. And Star Wars: Zero Company is going to have it in spades, because it's not trying to reinvent turn-based tactics — it's just confidently tracing XCOM's lines and painting them in Star Wars colors. Which sounds like a slight, but it's actually the highest compliment I can give.

Subtitle: Give the Rebellion a squad, a grid, and permadeath — the rest takes care of itself.

Let me be plain: XCOM's formula is one of the most durable in games. You've got a small squad of individually named soldiers, each carrying their own gear, wounds, and grudges. You drop them into close-quarters combat on a grid, where every piece of cover is a promise that the game will mock you for trusting. The people who survive earn experience, rank, and attachment. The people who don't become glowing lessons for the rest. Then you pull back to a base layer where you juggle resources, research, and the funeral costs of your own bad decisions.

Star Wars is the perfect skin for this, and not just because blasters make satisfying noises. Think about the original trilogy. The Rebellion is always outnumbered, outgunned, and one bad mission away from extinction. Every rebel soldier you see on screen is a volunteer with a name, a home, and a reason to be there. Zero Company just puts that into a mechanical system where you have to actually watch those volunteers not make it.

It's the opposite of the power fantasy most Star Wars games sell. You aren't Luke Skywalker carving through a legion of stormtroopers. You're the anonymous commander who has to decide whether to push forward or pull back, and then live with the results. That's a far more honest version of the Rebel Alliance's story than any force-push simulator.

Here's the unexpected connection nobody asked for: Zero Company is the spiritual successor to a GBA game called Rebelstar: Tactical Command. Julian Gollop — the same designer behind the original X-COM — built that game on a 26-year-old handheld, and it held the entire DNA of squad tactics in its tiny gray cartridge. You had squaddies, line of sight, suppression, and the constant fear of losing someone permanently. I played it after school until the screen got too dark to see. All these years later, Star Wars is finally getting the same treatment, with a higher budget and a better aspect ratio. Ideas age differently than technology, I guess.

What impresses me about the previews so far is how little Zero Company is pretending. It's not adding an overwrought card system or a weird real-time gimmick. It's saying: here is a squad, here is a grid, here are your soldiers' names and faces. Go make decisions you'll regret. That's the XCOM bargain, and it's brilliant because it makes every mission feel like a horror movie where the monster is probability.

This is for people who get attached to pixels. For the commanders who still remember the name of the soldier who died covering the flank on the second mission of their hundredth campaign. Zero Company will be brilliant because it knows you remember. It's banking on that. And for once, the force is on the side of good mechanics.

I don't know when it's coming out, and I don't know if it'll fix every one of XCOM's borderline-unfair misses. But I know this: the gameplay loop of a turn-based tactics game about the Rebellion losing soldiers and grinding toward victory is not just a reskin. It's an awakening.

Frequently Asked Questions

Yes, almost structurally. You're managing a squad of killable soldiers through turn-based grid combat, plus a base or mothership metagame. If you've played XCOM, you'll feel at home within ten minutes — just with better blaster sound effects.

Everything I've seen says yes, and that's the whole point. Soldiers can die permanently, which is how the game gets you to care about anonymous troopers. It's the Rebel Alliance math: a name is a feeling, and a dead name is a lesson.

I don't think the developer was fully announced in the preview I read, and honestly, the better question is whether they love Gollop's original X-COM design. If they do, this will be brilliant. If they don't, we'll know within the first hour.

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"Zero Company doesn't need to reinvent XCOM — it just needs to weaponize Star Wars storytelling with permadeath, and that's exactly what it's doing."

— TED