So, I’m piloting this beast of a mech — the Desert Raptor MKII, right? It’s rumbling through this massive canyon, rockets blasting everywhere. I should probably be screaming or something, but nah, I’m just thinking Bounty Star might’ve locked onto something real good here. My mech? It’s kind of a Frankenstein’s monster of parts, literally tossed together from junkyard scraps. But hey, it’s smashing through enemies with these crazy melee hits and cannon shots. Took me a couple of attempts to get the hang of it though. But, by the time my trial ended, I was seriously hooked and couldn’t wait to dig deeper when it drops on Xbox Series X|S later this year.
In this chaotic world of Bounty Star, you step into the boots of Clem. She’s a badass fighter-mech pilot dealing with her own personal baggage, trying to shake off those war veteran blues by becoming a better person — or something like that. Her story unfolds in this place called the Red Expanse, which honestly gives off these eerie yet fascinating vibes of a post-apocalyptic American Southwest.
So there’s this dude, Benjamin Ruiz, the brain behind it all. He says, “I was hanging out in Sedona, Arizona,” — same sort of mind-blowing landscapes as in the game — and BAM, he’s struck by the desire to embed a game right into those epic desert scenes. He starts scribbling down ideas that very morning, just carried away by the mesmerizing views. And here we are, five years later, finally seeing it come to life. I mean, can you imagine brewing a dream for over a year before actually starting on it?
Ruiz has wanted to make something Western-flavored forever, and Bounty Star is the sweet spot between the dope Armored Core-style mechanics and iconic Wild West themes. He’s all about focusing on the nitty-gritty day-to-day of bounty hunters. Clem’s base-building life is no fairy tale. It’s cooking food in a slapdash kitchen and scrounging for resources. Heck, you even raise chickens. The team aimed to find this thrilling blend of good old Western adventure, survival mechanics, and the excitement of piloting a mech across the desert. Wild, right?
I got a peek of Clem’s raggedy garage. It’s a mess of power lines, weapons stockpiles, and a DIY kitchen. Everything screams survival, kinda gives off those “Firefly” or “Serenity” vibes — you’re barely scraping by, but it’s your slice of the universe. Such potential.
Customization is another alley Bounty Star strolls down. From my perspective? Seems pretty open—build any mech you want. Mix and match with the resources you gather. Ruiz wasn’t shy telling me, “You always need both melee and firepower, but how you lean is up to you. Heavy armor for the slow-moving tank style or light for the agile, swift mech.” There’s room to play.
Seven core attributes, loads of weapon options. Even the QA folks are skipping healing, plowing through fast-paced combat. Lots of flexibility to test new strategies as you encounter different nasties.
Speaking of nasties, you’re not solely locking horns with foes. There are some interesting NPCs too. The Marshall? He’s your sidekick and your old pal, throwing bounties your way. Then there’s the shady merchant with primo gear. Small cast, but Ruiz promises memorable interactions.
Being a bounty hunter? So diverse. You’ve got daily bounties, and side gigs popping up with the day-night cycle in-game. Missions? They range widely. Captures, take downs, cautious or just plain brawling. And optional objectives to satisfy the replay crowd. Ruiz said so, and I felt it: there’s a variety to how you get to wreak havoc.
Much like Clem’s makeshift abode, Bounty Star is bursting at the seams with potential, ready to crash onto Xbox Series X|S later. Seriously can’t wait to see how all these pieces fit together.