Star Wars Zero Company feels like the Star Wars I grew up with. Not the movies—the LucasArts games, the X-Wing novels, the trading card game. The old Expanded Universe, where stories happened inside the galaxy instead of orbiting the Skywalkers.
Zero Company is a tactical, turn-based game set during the Clone Wars, but the interesting part isn’t the war. It’s the crew: a scoundrel with a personal moral compass, a Separatist partisan who lectures you about Republic imperialism, a discharged clone trooper carrying the weight of the war, and a rhyming toad-bulldog prizefighter who loves opera. The game never tells you which choice is right. It just asks you to pick.
In this episode of One Thing Worth A Rant, I argue that the Jedi have become the most boring part of Star Wars—not because they’re bad, but because Light vs Dark always drags the story back to a struggle we’ve exhausted. The sequels mistook the original story for what made the original world compelling. The prequels, ironically, were reaching for something more interesting: a democracy sliding into authoritarianism through ordinary choices about order, security, and obedience.
Zero Company, Andor, The Bad Batch, even Galaxy’s Edge work because they point the camera down—away from the mythic, toward the everyday. History viewed from eye level. Palpatine promises order; the Rebellion creates chaos. On good vs evil we know who to root for. On order vs freedom, is it so clear cut?
Star Wars isn’t literally better without the Jedi. It’s better when it doesn’t need them to carry the whole story.
CHAPTERS
00:00 Star Wars and the Old Expanded Universe
01:09 Zero Company: The Crew
03:38 World Building
05:43 The Jedi Are the Boring Part
07:29 Gritty realism
09:55 Why Zero Company Works