Just a heads-up, this is gonna get a bit wild and jumpy, so strap in.
So, there I was, trying to wrangle my wonky ol’ Desert Raptor MKII mech through this massive, echo-y canyon. You know, the kind where all your shouts and thoughts bounce back at ya. And there were these pesky hover bots – rocket-toting no less – and some bandits who decided guns were their calling in life. All this chaos got me thinking… Bounty Star? Yeah, it might actually be onto something, like, special-special. My mech looked cobbled together, sorta like it fell out of someone’s weekend garage sale. No offense, Raptor. But boy, when I finally took down those nuisances with big, thumping melee swings and cannon blasts, it clicked. Took me more tries than I’d like to admit, but by the end, I was itching to dive back into its world once it drops on Xbox Series X|S this year. Can’t wait. Maybe I’ll wreck fewer mechs next time.
In this crazy game, you’re Clem. Kind of a mixed-up fighter and mech pilot. She’s got some pretty heavy baggage, as do most war vets, looking for redemption or something like it. She’s wandering the Red Expanse, which screams post-apocalyptic American Southwest. I’m talking tumbleweeds and dust, but make it sci-fi.
Oh, and I chat with this dude, Benjamin Ruiz, the big cheese (Creative Director) behind the game’s curtain. He spilled the beans about how he was chilling in Sedona, Arizona – scenic place, really – and bam! That landscape struck a cord. Started hatching game ideas right there. Fun fact: took a few years marinating in the ol’ brain soup before they officially got rolling. Go figure.
Ruiz always dreamed of Western themes. So, he and his gang threw in a lighter spin on the Armored Core kind of mech gameplay. Whacky blend, huh?
“We were all about showing the nitty-gritty of being a bounty hunter,” says Ruiz. Picture this: building a base, whipping up your own grub, hoarding water, and raising chickens (yep, chickens). It’s like living on the edge, but make it desert survival with a mech. They mashed up the thrill of a Western, slap it with bounty hunter life details, and then – voilà – mech fighting under the big desert sky.
Imagine Clem’s shoddy garage home. Power wires randomly there, kitchen in a corner, barrels of who-knows-what — hiding in plain sight. Feels like a sci-fi western. Reminds me of “Firefly” or “Serenity” vibes. You don’t got much, but it’s home. Sounds kinda poetic? Maybe.
Customization is a big thing in Bounty Star. It’s like a base model, then let your creativity drive you. Ruiz backed me up on that thought. You play with mechs your way, resources willing.
“There’s sorta rules — like having melee and guns — but you do you,” Ruiz chimes. Heavy armor makes you unmovable but slow. Light armor gives you the speed, but maybe the power’s kinda meh. Choices, choices.
And hey, there are a handful of NPCs for those who fancy schmoozing. Like the Marshall — an old buddy doling out your bounties. Or a merchant dodging the light sketchily, offering top-notch stuff. Cast isn’t vast, but Ruiz assures me, they’re memorable. We’ll see, Benji!
Side missions, day-night cycles, combat arenas; a real mixed bag of mischief awaits. “Sometimes you’re bounty hunting, other times, it’s a scrap-fest,” Ruiz added.
Bounty Star, much like Clem’s janky space, seems packed with potential. Can’t wait to see how this curious adventure stitches itself when it hits Xbox this year. Hopefully without me wrecking another mech or two. Here’s hoping.