$9.99STAR WARS™ Republic Commando™ Squad Tactics, No Jedi
Command four clone commandos through the dark, gritty battles of the Clone Wars in a tactical first-person shooter.
Is STAR WARS™ Republic Commando™ worth it?
STAR WARS™ Republic Commando™ is worth it if…
- you want a tactical shooter where the squad actually helps instead of getting in the way
- you enjoy short, focused campaigns you can finish in a few evenings
- you like classic 2000s shooters and don't mind dated visuals
- you want to try the online multiplayer with up to sixteen players
Screenshots
One button, three soldiers, endless orders
The whole game hangs on its squad control system. A single command key tells Boss, Sev, Fixer and Scorch to follow, hold, assault or break off, and they carry out complex maneuvers without micromanagement. Point at a sniper position and a squadmate takes it; point at a door and they stack up on it. You can order one commando to plant a charge while the rest cover him, then call everyone off when it goes. The squad gets injured and goes down too, so you trade fire, drag people back up and keep four soldiers alive instead of one. It is simple to learn, and leading well under pressure is where the game earns its tactical tag.
The dark side of the Clone Wars
This is Star Wars without Jedi. You play a clone commando, one of millions, doing the jobs history will not record, and the game leans into that: a grim, grounded war story told across three operations on Geonosis, a derelict ghost ship and Kashyyyk. Each has his own specialty and personality, and they argue, joke and cover each other like a real unit. The story is loved for good reason, though the ending arrives abruptly and leaves you wanting more.























