Third-Person Exploration Between Battles
EA’s next tactics game won’t keep you glued to a grid. Star Wars: Zero Company will let you shoulder the camera and walk iconic planets between fights, adding third-person exploration to an XCOM-style framework.
That’s the standout detail from PC Gamer’s hands-on preview of Bit Reactor’s Clone Wars project. During story missions, you’ll be able to roam levels in a Jedi: Fallen Order-like perspective, complete with camera control, before dropping back into turn-based encounters. It’s not a full action game, but a deliberate attempt to stitch together cinematic walk-and-talk moments with tactical combat.
Exploration happens in slices between engagements rather than as an open-world sprawl. You’ll move your squad through visually rich recreations of famous Star Wars locations, poke at points of interest, and set the stage for the next encounter. Think of it as breathing room—time to soak in a hangar’s hum or a war-torn street—before the timeline snaps back to turns and percentages.
Why Bit Reactor Is Mixing Genres
Bit Reactor’s team frames this hybrid approach as a design priority from day one. According to PC Gamer, studio founder Greg Foertsch pushed to pair boots-on-the-ground sequences with tactical depth so players could actually inhabit those spaces, not just view them from a detached, isometric angle.
Animation lead Hector Antunez put it plainly: “The heart of the game is in the tactical combat,” he told PC Gamer. “But we really wanted to add an element that allowed players to spend even more time in the Star Wars environments and not have those spaces be limited by what would make for fun combat.” That line sums up the goal—expand the fantasy of commanding a Clone Wars squad without compromising the chessboard.
Mechanically, the third-person interludes sound focused on atmosphere, light interaction, and narrative delivery rather than combo-heavy action. You’ll walk, talk, inspect, and reposition, then fold back into turn-based play where cover, abilities, and flanking still decide the outcome. If Bit Reactor keeps the pace tight, those transitions could make each encounter feel earned rather than stitched together.
Squad Banter, Planets, And That Mass Effect Energy
Character dynamics are getting attention too. PC Gamer’s preview mentions squadmates who bicker and bond between missions, which suggests a tone closer to a fireteam drama than a silent procession of units. That’s where the Mass Effect comparison creeps in—not in branching romances or sprawling hubs, but in the cadence of chatter, debriefs, and downtime that nudge you to care about the people behind the helmets.
It helps that Bit Reactor is recreating famous planets with an eye for detail. Recognizable vistas carry a lot of weight when you can actually stand in them, swing the camera, and take in the scale before plotting a breach. Even a short stroll across a landing pad can turn a faceless objective marker into a place with texture and history.
The studio is careful not to overpromise on action. This isn’t suddenly Fallen Order 3 hiding inside a tactics game; it’s an experiment in perspective. By letting players walk those spaces, the team can deliver exposition, environmental storytelling, and squad chemistry without crowding the battlefield layer with cutscenes and UI prompts.
Release Window And What To Watch
Star Wars: Zero Company doesn’t have a fixed date yet, but EA and Bit Reactor are targeting a launch later this year on console and PC. That window puts it in a busy season, yet the pitch stands out: an XCOM-like wrapped in third-person intermissions that make the Clone Wars feel lived-in, not just diagrammed.
If the free-roam beats stay snappy and meaningful—short walks that set tone, uncover intel, or foreshadow enemy tactics—this could be the rare tactics game where you look forward to the quiet steps as much as the calculated shots. Land that rhythm, and Zero Company might finally bridge the gap between commanding a squad and actually walking alongside it.


