EA’s New ‘Star Wars’ Game Was Inspired by an AMC Revolutionary War TV Series and a Love for Turn-Based Tactics

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EA’s New ‘Star Wars’ Game Was Inspired by an AMC Revolutionary War TV Series and a Love for Turn-Based Tactics

Variety · 2 hours ago

EA and Bit Reactor are launching “Star Wars Zero Company”, a single-player turn-based tactics game set during the Clone Wars. Its developers say it differs from previous Star Wars games by centring on original, customisable characters rather than established heroes, allowing players to form their own attachment to the squad while remaining within official canon.

Due for release on 27 August for PC, PlayStation 5 and Xbox Series X/S, the game casts players as former Republic officer Hawks, with selectable masculine or feminine voice options. Hawks leads a mixed team including a Clone Trooper, Mandalorian and Jedi Padawan against Kundri Fathom, leader of the Separatist-aligned Infinite Coil cult; its narrative was partly inspired by AMC’s “Turn”, which placed lesser-known characters alongside major historical events.

  • EA’s new Star Wars tactics game launches on 27 August.
  • Players command a customisable original character and squad.
  • The Clone Wars story draws inspiration from AMC’s “Turn”.

Both sides, in good faith

The strongest fair case each way — we don't pick a winner.

The case for

Supporters argue that focusing on original, customisable characters is a thoughtful way to broaden Star Wars storytelling without contradicting canon. A turn-based tactics format can make squad composition, planning and individual losses feel meaningful, while placing a new team around familiar Clone Wars events offers both creative freedom and a recognisable setting.

The case against

Sceptics may argue that Star Wars’ strongest appeal often lies in its distinctive established characters and cinematic immediacy, which a player-created squad and slower tactical gameplay may not fully provide. They may also question whether adding new protagonists around major canonical events risks feeling peripheral or constrained, rather than delivering the direct, consequential adventure fans expect.

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