Drifted through some dusty canyon—picture this—a Desert Raptor MKII mech rumbling like an old dog, if dogs had rocket arms. Yeah, Bounty Star’s got me thinking it might be onto something. My mech, kind of patched together, like it was cobbled by someone in a cluttered garage (because it was) fought off hover bots and bandits, all guns blazing and fists swinging. Took a few tries to nail the routine, but by the end of my session, I was itching to dive back in when it hits Xbox Series X|S later this year. Seriously, my trigger finger’s twitching already.
You ride shotgun with Clem—she’s got history, a good mix of grit and guilt. A war vet trying to right her wrongs, you know the type. The whole thing’s set in this place called the Red Expanse. Think post-apocalyptic Southwest, but not quite. Lost on you? Picture tumbleweeds and rusty things. Anyway, Clem’s journey ain’t just about the fight, it’s redemption, wrapped up in mech battles.
I remember, a couple years back, standing in Sedona, those giant red rocks looming. Couldn’t shake it—those landscapes seemed prime for an action game. Funny how the mind works, huh? Benjamin Ruiz got that idea too. Creative brain behind Bounty Star, he saw it right there, five years ago, in all its raw beauty. Sedona, you magestic muse, or something like that.
Ruiz filled me in on his wild mix. Western vibes meet clinking clanking robots. Dreamed of doing a Western—who doesn’t? Mix in some Armored Core mech craziness his team loves. Base-building too. Imagine raising chickens. Out there in the desert, surviving, scrounging for clean water. It’s the big, gritty life of a bounty hunter. You’re stirring that pot, balancing Western flair with mech madness.
And Clem’s base—it’s a hodgepodge, power lines snaking around, kitchen slotted in a corner, where you whip up meals that magically make you stronger (if only real life worked like that). Getting those Firefly vibes, you know? Scrappy but home-like. Just what a sci-fi Western should be.
Customization is a neat trick too. Make your mech any style you want, given you’ve got the bits. Heavy armor? Walk through walls. Speed demon with lighter gear? Dance around enemies. Ruiz said everyone’s got their style. Melee or firearms, choose your poison. Even the testers made mech builds ditching healing, charging like bulls instead.
While you’re out fighting baddies, some folks pop up. NPCs, like the Marshall—he’s your old buddy. Dishes out bounties and BTW, not all that straight-laced. He’s got a merchant pal too, trading in shady goods. It’s all about those meaningful moments, small cast but big impact.
Hunting bounties keeps things fresh. Day-night cycles, seasonal bounties—no two missions play alike. Sometimes you snag a bandit, other times clear a zone. Optional stuff for hardcore players who love repeating challenges. It’s a third-person arena; twists keep it spicy, letting you tackle tasks as you see fit.
In the end, Bounty Star’s got a raw, unpolished charm—much like Clem’s cozy mess of a home. Can’t wait to see it unfold fully on Xbox later this year. Who knew ramshackle robots and Western wonders could brew such a strange mix? I did, or maybe I’m just saying that now.