Oh boy, drifting a giant mech—yeah, the Desert Raptor MKII—through a desert canyon packed with rocket-wielding hover bots and bandits felt like living a dusty, chaotic dream. Picture this: my mech, looking like it was patched together in someone’s garage (because, y’know, it was), battling it out with a combo of heavy melee attacks and cannon blasts. Took me a few tries—not gonna lie—but each time I got knocked down, the drive to jump back in just grew stronger. Can’t say why, but Bounty Star’s world left me itching for more. Maybe it’s the idea of it hitting Xbox Series X|S that’s got me hyped.
You’re Clem here, a mech pilot dealing with old war traumas while trying to rewrite her own story. So, she’s slugging it out in the Red Expanse—a place that screams post-apocalyptic American Southwest. Total vibe, right?
Now, I was in Sedona, Arizona once, soaking in those surreal landscapes. No idea why, but they felt perfect for this kind of action-packed game setting. Creative Director Benjamin Ruiz felt it too. Said it was the spark that ignited Bounty Star. “Visually stunning,” he calls it, with the kind of enthusiasm that makes you want to jump right into those sands. Who knew a morning view could simmer into an entire game idea?
Ruiz always dreamt of making a Western, and here it is—mixing the grit of Western with a lighter Armored Core flavor. They’re focusing on the everyday bounty hunter life—yep, with base building ‘n all. Ever thought about raising chickens or prepping food in a game? Apparently, it’s about survival in the desert—melding Western fun, bounty hunter grind, and mech-piloting thrill. Seriously, who wouldn’t love that?
Exploring Clem’s base—imagine power lines zigzagging everywhere, a corner kitchen cobbled together for cooking up stat-boosting grub. Barrels of munitions just kinda… chillin’ there. Made me think of “Firefly” and “Serenity”—living in a world where what little you have is home. Just right, in its own rickety way.
Customization? Oh, that’s a whole other story. It’s like a dream for those who want to tinker with mechs. Type of mech you fancy? Build it, if your resources aren’t being stubborn. Ruiz tells me you could lean hard on melee or favor firearms. Heavy armor to bulldoze through or opt for fast and agile? Options, my friend. The game lets you play with seven core properties or something—melee weapons, firearms, support systems, and all.
And, not just enemies to meet in Bounty Star. There’s a small crowd of NPCs too. Like the Marshall—dishing out bounties and an old friend. Then there’s a shady merchant dealing with top-tier gear. Interesting bunch, albeit not huge. Quality over quantity, I guess.
Bounties—they’re a thing. Missions blend into this day-night cycle. Pop-pins on the board, whether main story or side gigs—they send you through distinct combat zones. Sometimes you gotta nab a criminal, clear a hostile area, or tackle it all head-on. Optional objectives keep it fresh for replayability lovers. These bounties? They anchor the arena-like combat vibe but with a twist of flexibility for each player’s style.
In this makeshift world, Bounty Star has me curious. Will it deliver on its promise? Not sure yet. But hey, we’ll find out when it rolls out on Xbox Series X|S. Can’t wait.