Sunday, February 22, 2026

My Hope for the New Era of Xbox

by Gamatroid 🕹️ 


 
Well that’s it. Phil is out and AI is in, or should I say, the former head of Microsoft’s Core AI product is in… the CEO chair for Microsoft Gaming. 

On Friday, February 20th, Microsoft announced that Phil Spencer was retiring and Asha Sharma would be the new head of Microsoft Gaming.


Prior to her new gig, Asha was head of Microsoft’s CoreAI product, and prior to that she was COO at Instacart and something over at Meta before that.

In her inaugural announcement as CEO, in the midst of a lot of typical corporate speak, Asha laid out “three commitments” for Microsoft Gaming:
  1. GREAT games
  2. Return of Xbox 
  3. Future of play
Interesting...


In regard to "GREAT games", all she really has to do is not fire good people, not close great studios, and keep the momentum they have going. 

Luckily, Matt Booty was promoted to Chief Content Officer, so hopefully he can keep the game train on the tracks for the foreseeable future (assuming he is allowed to do his job). 


In regard to the "future of play", it was already heading in a cloud-gaming / AI-augmented direction. Given Asha literally ran one of Microsoft’s AI products, I’m guessing they’ll be all-in on AI. Too early to tell exactly what that will mean for both games and gamers. While I think AI has the potential to augment human production and be useful, I don't typically see it used that way.

The second one is where my head is focused at the moment: “Return of Xbox”. What exactly does that mean?



Xbox is gone? Xbox is broken? Xbox is "visiting her sister" but will "be back soon"?

Now, don’t get me wrong. I’m not saying I don’t think there are a gazillion things wrong with Xbox, but I found it odd for the new CEO of Xbox to say it so directly (especially since I would wager that her bosses were instrumental in its current state).

"Return of Xbox" sounds nice as a sound bite, but I want to hear specifically WHAT she thinks is off track today and HOW she’s planning to “return” it. I don’t think she means Xbox returning to being a console-first platform with exclusive games. That ship has seemingly sailed from both a branding and a practical economic standpoint unless major changes are made.


I DO think it’s interesting, however, that she is CEO of "Microsoft Gaming", and not Xbox [whatever]. I can see how that distinction could allow MICROSOFT games to continue being multiplatform (which they need to do from an economic standpoint), while defining Xbox as a hardware brand first. Now whether Xbox remains a traditional “console” or becomes a range of gaming products, from handhelds to consoles to high-end gaming PC’s has yet to be seen, but I can see how that distinction opens the door to that possibility.

The bottom line is, unless Microsoft Gaming simply want to be a bigger version of Activision-Blizzard (that is - a mega third party game publisher across all platforms), you have to own the interface with the gamer. Companies like Nintendo and Sony do that through selling lots of hardware, and then they tie their digital game stores to that hardware. 


Xbox lost the hardware war a long time ago, but it also hasn't had a compelling hardware strategy in a long time, and their PC gaming position isn't any better.

Microsoft let Steam run away with the PC gaming market a long time ago, and now Steam is getting ready to launch a series of hardware devices which will allow gamers to use Steam outside of any Microsoft ecosystem (although many will likely choose to keep using PC).

So where does that leave Xbox? I don't really know, and honestly I don't think their new CEO does either.


But what do I HOPE for Xbox? I hope to see a return to glory. 

What does that look like?

It looks like Xbox having the most powerful console on the planet, and ensuring their first party games look better on their hardware than anywhere else. This doesn't have to be because they are purposing nerfing their games on other platforms, but because their developers have more time to perfect the games on Xbox hardware and have the inside scoop on how to extract the most performance from it.

The Xbox Series X was arguably the most powerful console when this current generation released, but not powerful enough. For most games, you can't tell the difference between the version for the Series X versus the PS5, and that's a problem for Xbox. 

Image from https://www.youtube.com/watch?v=P0dWaA35VWQ

Now you might say, "but what about high end PCs?" I would argue this doesn't mean they need to try and beat high-end gaming PCs too. I still think console gamers and PC gamers are different breeds. 

Console gamers just want their games to look great and work well without all the constant upgrades and tweaking that PC gaming requires. Also, having a consistent hardware profile to design for and optimize games against is a huge help to deliver a great gaming experience. Sure PCs can scale up and down, but that delivers an uneven experience for gamers, even if it has the potential to outperform consoles.

Image from: https://www.youtube.com/watch?v=2HQwadK3aHo

This also means that Xbox needs to have a return to exclusives, from a console perspective, and even for PC it should have an exclusivity window where it stays console-only for a significant period of time (let's say six months to a year).

Nintendo will never launch its exclusives on other consoles, and its unlikely PlayStation will either. Sure some games could go multi-platform, but not their biggest hits. They both know the only way to maintain demand for their hardware is to have exclusive games people care about, and Xbox needs that too.


So where would that leave Xbox in the current Microsoft ecosystem? I think it needs to be separated from it.

I would argue Xbox should either be separated into a different division within Microsoft with its own leadership, outside of Microsoft Gaming, or at least it needs to be treated as a separate division within Microsoft Gaming, so it can chart its own destiny. Ideally I'd love to see Xbox spun off into a separate company altogether that Microsoft owns a stake in and has a long-term licensing agreement with, but that's probably too much to hope for.

From my perspective, Xbox doesn't need to be the biggest player in the games space, but it should be the best.

The best graphics and audio. Unique games that straddle the line between PC and console. The best online experience. All the things that made Xbox great in the beginning.


I believe they can do it. I believe they can return to their former glory and carve out a compelling niche for gamers that doesn't directly compete with either Nintendo or PlayStation, but the current path they are on isn't it.

So am I hopeful for the future of Xbox? Yes.

Do I think their new leadership structure will return Xbox to its former glory? Only time will tell.

Monday, February 16, 2026

God of War: Sons of Sparta - Buzz Breakdown

by Gamatroid 🕹️ 


 
Join young Kratos and Deimos, sons of Sparta, on a Greek odyssey as they discover the meaning of duty and honor. BEFORE THE LEGEND.
 

 GAME FACTS

  • TITLE: God of War: Sons of Sparta
  • RELEASE DATE: 2/12/2026
  • MSRP: $29.99
  • DEVELOPER: Mega Cat Studios
  • PUBLISHER: Sony Interactive Entertainment
  • PLATFORMS: PlayStation exclusive
 


In this prequel set during Kratos' harsh Spartan training, a fellow cadet goes missing, prompting the stoic elder brother Kratos and his brash younger sibling Deimos to venture into the dangerous lands of ancient Laconia to rescue him, forging their bond through trials of combat, puzzles, and mythical foes.
 
Gameplay unfolds as a 2D pixel-art action-adventure with Metroidvania elements across vibrant levels, where players control Kratos (and Deimos in local co-op) using spear-based attacks to battle diverse enemies and massive bosses; progression involves running, leaping, climbing, backtracking for abilities, solving environmental puzzles, and uncovering secrets, all while emphasizing Spartan duty in single-player or 1-2 player couch co-op.
 


RETRO ROOTS

God of War: Sons of Sparta taps into the pixelated side-scrolling legacy of the franchise's portable spin-offs like God of War: Ghost of Sparta and the mobile God of War: Betrayal, blending their brutal hack-and-slash with Metroidvania exploration akin to Castlevania: Symphony of the Night, Super Metroid, and modern pixel takes like Blasphemous or Dead Cells—trading epic 3D scale for tight, ability-gated 2D progression and boss rushes.

 

God of War Betrayal screenshot from MyAbandonware.com


BUZZ BREAKDOWN

 

Critical Consensus

 
Metacritic
  • Critics: 75/100 (5 critics)
  • Users: 7.2/10 (314 users)
  • Notes: Lowest GOW; "Solid metroidvania, strong combat"
Opencritic
  • Critics: 75/100 (6 critics)
  • Notes: CG Magazine gave it 7.5/10
PlayStation Store
  • User Rating: 4.7/5 (4.9k ratings)
  • Notes: 87% gave 5 star rating; "fun combat, retro feel" 

 


Top Praises

  • Fun, Punchy Combat: "Punchy and fun... skill trees with offensive/defensive moves"; DualSense haptics and upgrade systems shine.
  • Tight Metroidvania Design: Strong level design, ability-gated backtracking, boss rushes; 5-10h with replayable secrets.
  • Nostalgic Lore: Meaningful Deimos bond and Spartan origins; "stellar insight into Kratos' past."
  • Retro Vibe: Chiptune-orchestral score, smooth PS5 performance; couch co-op nostalgia for fans.

Common Complaints

  • Dull/Muddy Visuals: "Ugly and muddy... lacks inventive design"; pixel art feels basic.
  • Floaty/Tame Combat: Predictable patterns, weak impacts, "lifeless" despite ideas—no brutal finishers.
  • Co-op & Cohesion Issues: Spotty drop-in (campaign-locked?), progress bugs, "weak start" drags early hours.


Critic Highlights

  • Positive: "Solid and well-crafted... strong combat and tight level design" (IGN Benelux, COGconnected).
  • Mixed: "Dull combat but nice ideas" (GamesRadar+ in-progress); "weak start, strong ending" (XboxEra).
  • Creator Clash: David Jaffe (after ~1hr): "Total crap... dumb, stupid... What were they thinking? Insult to the series." (Fans fire back: "If Jaffe hates it, it's good ").


Player Pulse (user rating feedback)

  • 66% positive on Metacritic (rising); top PS reviews: "Best PS5 game... amazing haptic" and "extremely well done fan service."
  • Massive early surge (750+ day 1 → 5K+): Raves for accessibility and nostalgia, though co-op refunds and QoL complaints (map, bugs) are bubbling.

 

Who is it for?

  • Buy Full Price: GoW completionists hungry for prequel lore + Metroidvania fans (Blasphemous/Dead Cells crowd).
  • Sale Pick-up: Retro platformer enthusiasts seeking a quick, nostalgic hit.
  • Skip: 3D GoW purists craving bombast or Jaffe loyalists: revisit Ghost of Sparta remake instead.


Overall Verdict
 
A solid-but-safe 2D Metroidvania prequel that hooks GoW fans (PS Store soaring at 4.7/5 from 5K+) with punchy spear combat and young Kratos lore, yet critics peg it at a middling 75 on Metacritic amid muddy pixels and tame fights. GOW creator David Jaffe calls it "total crap". Players are split but mostly loving the retro vibe. A $30 nostalgic bite for diehards; snag on sale for everyone else.
 



 
You can watch the trailer in the YouTube video below:
 

Buzz Breakdown is a new feature I'm working on to provide perspective on games I don't plan on playing or reviewing personally. Sometimes that may be due to unfortunate timing. Other times it may be that I'm just not that excited about the game in question, or it may be a game's just "not for me", but others seem to enjoy. 

In the case of Sons of Sparta, I'm busy playing a bunch of other games I'm more excited about, and I had largely written it off after what I thought was a fairly lackluster trailer. Then given Jaffe's feedback I was even more certain I didn't want to play it, but then seeing the high user ratings on the PlayStation store I thought I should look into it a bit more. I'm still not convinced the game is for me, but clearly a lot of people are enjoying it. 

Additionally, I really enjoyed seeing Jaffe's take on it and I suggest you hear him explain his complaints directly, if you're interested. You can see his breakdown and commentary in the YouTube video below:

  




Saturday, February 14, 2026

(REVIEW) Full Void is a Great Pixel-Art Game That's Out of This World

by Gamatroid 🕹️ 



 
Full Void is a gripping, retro-inspired 2D cinematic puzzle-platformer set in a dystopian future where AI has taken over humanity. A short game in handcrafted pixel art, experienced in a film-like journey.
 

 GAME FACTS

  • TITLE: Full Void
  • RELEASE DATE: 11/30/2023
  • MSRP: $14.99
  • DEVELOPER: OutOfTheBit Ltd
  • PUBLISHER: OutOfTheBit Ltd
  • PLATFORMS: PlayStation, Xbox, Switch and PC
  • PLAYED ON: PlayStation 5
 


In a dystopian future, a rogue AI has seized control of humanity, leaving a crumbling world where adults are subjugated and only children remain free. Players control a scared young teenager navigating this hostile, abandoned landscape, through ruined cities and eerie labs, to uncover the truth behind the broken society and challenge the AI's grip.



 
Gameplay revolves around a 2D cinematic puzzle-platformer structure with no traditional side-scrolling. Progression occurs screen-by-screen, often requiring leaps of faith between static scenes. The core loop combines precise platforming (jumping, climbing, grabbing ledges), environmental puzzles (manipulating valves, lifts, steam vents), high-tension chase sequences from robotic enemies, and hacking mechanics. 
 
Hacking involves accessing terminals to program a spherical companion robot, inputting commands on a grid interface to direct it for actions like moving objects, activating switches, or distracting foes, enabling tandem puzzle-solving.

 

RETRO ROOTS

Full Void is explicitly positioned as a spiritual successor to iconic cinematic platformers of the '80s and '90s, channeling the perilous, trial-and-error platforming and atmospheric tension of Another World (aka Out of This World), the fluid rotoscoped animations and puzzle-platforming of Prince of Persia, and the shadowy, enemy-chase dread of Flashback. 

 

Out of This World
 

It also echoes Heart of Darkness in its vulnerable child protagonist fleeing nightmarish mechanical foes through desolate environments. 

 

Heart of Darkness

Modern twists like programmable robot companions and generous checkpoints update these classics without diluting their cinematic, screen-based pacing.




REVIEW

Gameplay & Mechanics

The grid-based movement snaps the character square-to-square for deliberate, rhythmic precision in four-directional jumps and climbs, which can feel initially rigid or clunky but soon becomes intuitive, prioritizing tense timing over twitch reflexes to enhance the cinematic experience. While heavily derivative of retro platformers, the mechanics stand out with a clever cerebral layer from the hacking and programming mini-game, where players command a robot ally for creative environmental manipulation; challenges scale effectively through chases and logic puzzles, delivering satisfying "aha" rewards balanced by generous modern checkpoints that curb rote frustration. Replayability remains minimal, however, as the linear 2-3 hour journey offers no branches, collectibles, or post-game content; though that could be appealing for speedrunning.

 

Visuals & Art Direction 

Crisp hand-drawn 16-bit pixel art excels in fluid custom animations, dynamic lighting, and intricate details of urban decay, running smoothly at high frame rates to heighten dread via static screens and "leap of faith" transitions that amplify the atmosphere. The art direction shines through a masterful dystopian palette of gloomy grays and blues pierced by harsh reds, evoking profound isolation and oppression while blending retro nostalgia with subtle 3D illusions for added depth; every frame meticulously composed like a cinematic storyboard.




Story & Narrative

A haunting tale of rebellion emerges through environmental storytelling and brief, wordless flashbacks that contrast a joyful past with the AI's tyrannical present, fostering a subtle emotional bond between the nameless teen protagonist and their robot companion; while engaging, the archetypal plot and characters suffer from the game's brevity, limiting deeper development. The purely visual narrative, delivered via animations and visions, proves effective for immersion, though it occasionally leaves motivations feeling vague without textual or voiced support.

 

Audio & Music

Sparse sound design, from echoing drips and mechanical whirs to horror stings on deaths, crafts an unrelenting tension that pulls players into the immersive environment, perfectly complemented by the original Amiga MOD soundtrack's moody retro synth waves, which swell memorably during chases to underscore the lonely horror without ever overpowering the action.




Technical Performance

The game proves rock-solid in stability and optimization across platforms, with no crashes, lightning-quick load times, and fluid performance even in handheld mode. Its minimalist user interface delivers an intuitive experience, from the clean grid-based terminal hacking to forgiving yet thematically integrated checkpoints, all contributing positively without distraction. (The game has no multiplayer components.)

 

Innovation & Originality

Full Void refreshes its niche genre with inventive robot-programming puzzles and grid-hacking mechanics that add fresh cerebral depth to classic platforming, distinguishing it from pure retro clones while faithfully honoring its inspirations. Though its cultural impact remains minor as a small indie debut, it's widely praised as a "new classic" homage with potential to spark similar revivals.


  

Value vs Price

For $14.99, the 2-3 hours of polished, atmospheric intensity offer solid value tailored to fans of the genre, where quality and tight execution outweigh sheer quantity; though the brevity curbs broader appeal. Luckily, the experience is unmarred by DLCs or microtransactions. Since the game is older at this point, you can likely get it on sale if you keep an eye on it.

 

 



Verdict

Full Void delivers a refined, atmospheric tribute to cinematic platformer greats, excelling in stunning pixel art, tense pacing, and clever hacking twists that make its short runtime punch above its weight. Minor clunk in controls and narrative shallowness prevent greatness, but it's a thoroughly enjoyable, replayable gem for retro fans.


Critical Consensus

  • 8/10 - Gamatroid
  • 7/10 - Metacritic (68/100 raw score)  
  • 7/10 - OpenCritic (71/100 raw score)  
  • 7/10 - Nintendo Life  
  • 7/10 - TheSixthAxis  
  • 7/10 - TheGamer (70/100 raw score)



 
You can watch my beginning gameplay of Full Void in the YouTube video below:
 


You can read about how our reviews work here

Friday, February 13, 2026

NEW CASTLEVANIA!!! Everything we know about the reveal of Castlevania Belmont's Curse

by Gamatroid 🕹️  


Yesterday, during Sony's State of Play on February 12, 2026, Konami dropped a bombshell for fans of the long-dormant Castlevania series: Belmont's Curse, a brand-new 2D action-exploration game set to launch in 2026 across multiple platforms. 
 
This marks the first major original Castlevania title from Konami in over a decade, timed perfectly for the franchise's 40th anniversary. 
 
 

 
The game is set in 1499 medieval Paris, a city plunged into chaos by monstrous creatures emerging from the shadows under a mysterious "Crimson Curse." Players control a young female Belmont, depicted with blonde/reddish hair, a blue outfit, and a braided ponytail, who is the successor to Trevor Belmont (at first I thought Trevor had just really grown his hair out, but then I read that this was a female successor). Armed with the iconic Vampire Killer whip, she must traverse burning streets, uncover secrets in a looming gothic castle, and battle beasts to save the city from eternal darkness. 
 


The narrative takes place 23 years after Castlevania: Dracula's Curse (aka Castlevania III), tying directly into the classic timeline. Fans speculate the protagonist could be Trevor and Sypha Belnades' daughter (from the Netflix animated series), which could make sense in order to tie it to the most recent stories told in the larger Castlevania universe. 
 
For anyone wondering, this is not the first time a Castlevania game starred a playable female character, and not even the first female Belmont. Castlevania Legends on GameBoy (1998) starred Sonia Belmont, who predates Trevor in the Castlevania timeline.
 

 
Then Castlevania Order of Ecclesia on Nintendo DS (2008) starred Shanoa, a member of the Ecclesia order battling Dracula's forces of evil.
 

Castlevania: Belmont's Curse looks to be a stylized 2D "Igavania" (Metroidvania-style exploration-action game, like Symphony of the Night), emphasizing fluid whip combat and platform traversal. 
 
 
The game is being developed and published by Konami, along with Evil Empire (lead developer known for its work as co-developer on the Dead Cells' DLC, including "Return to Castlevania", and The Rogue Prince of Persia), and Motion Twin (advisory role; Dead Cells creators). 
 
Evil Empire's expertise in roguelite action-platformers would seem to make them a perfect fit for reviving Castlevania's 2D legacy. 
 
 


Castlevania: Belmont's Curse is being developed for all PC and console platforms, including PS5, Xbox Series X|S, Nintendo Switch, PC (Steam). Sorry mobile and Mac users, you're going to have to sit this one out. 

As far as a release date, all we know right now is that it says it's coming this year. 


Key gameplay features mentioned so far include:
  • Whip mastery: The Vampire Killer isn't just for fighting; swing across gaps like a trapeze artist, strike from unique angles, and access hidden areas. 
  • Weapons and abilities: A large arsenal including swords for close-range power, spells, and tools for strategic combat against colorful foes. (the famous boomerang cross is shown in the trailer gameplay) 
  • Exploration focus: Vast biomes packed with secrets, deadly traps, puzzles, breakable walls (revealing items like meat), and challenging platforming (which you'd expect at this point from any competent Metroidvania). 
The art style refreshes the series' gothic aesthetic with vibrant, colorful visuals while retaining that eerie atmosphere. 



The cinematic reveal trailer sets a haunting tone with orchestral music (I think they should have used a heavy metal version of Bloody Tears to hype it up - but maybe that's just me), showing Paris in flames, the protagonist whipping through castles, boss teases (vampires, werewolves), and gothic horrors. 
 
A voiceover invokes "Trevor Belmont, last of House Belmont," (which was what initially made me think you play as Trevor) before cutting to the young heir in action. Quick cuts hint at fluid combat, swinging traversal, and epic environments amid crimson skies. 
 
You can watch the reveal trailer in the YouTube video below from Konami:
 

 
This revival looks to properly honor 40 years of vampire-slaying while innovating with Dead Cells-level polish. 
 

Release day can't come soon enough. 


Monday, February 2, 2026

Terminator 2D No Fate is a Perfect Retro-styled Throwback That More Games Should Emulate

by Gamatroid 🕹️ 



Experience the events of ‘Terminator 2: Judgment Day’. 
 
Play as Sarah Connor and the T-800 as they take on the T-1000 and try to put a stop to Skynet’s plans before the human race is annihilated. Lead the Resistance as John Connor in the future, fighting on the front lines as mankind’s only hope in the War Against the Machines. 
 
In this unique story blending iconic scenes from ‘Terminator 2: Judgment Day’ with original scenarios and multiple endings, humanity’s fate is yours to decide.

TERMINATOR 2D: NO FATE

  • RELEASE DATE: 12/12/2025
  • MSRP: $29.99
  • DEVELOPER: Bitmap Bureau
  • PUBLISHER: Reef Entertainment
  • PLATFORMS: PlayStation, Xbox, Switch and PC
  • PLAYED ON: PlayStation 5
 


At first glance, Terminator 2D: No Fate might look like just another retro-styled cash grab meant to tug at the heart strings of Gen-X and Elder Millennials without delivering compelling gameplay, but luckily this isn't the case.
 



While people expecting a Contra Hardcore-type game set in the T2 universe might be disappointed, for most gamers Terminator 2D: No Fate offers a great looking and playing adventure through the story of the movie. The game goes even further, however, with additional scenes incorporated to expand the story (don't worry - not in a bad way) and select decisions points that can alter the ending in meaningful ways (do you reprogram the T-800 or not? do you kill Miles Dyson or let him live?).
 

 
The visuals are outstanding, but that's the case for many of these retro-styled games. In the case of Terminator 2D, it's not just a pretty face; the gameplay is tight and the action is fast and fun. While it's medium-level difficulty (probably) won't result in any broken controllers, you only get a limited number of continues to clear the story, and you might fail the first few times through. 
 
 

 
Run out of continues and it's hasta la vista, baby! Back to the beginning for you! Honestly though, that just adds to the game's initial replay-value. It took me several tries to clear the story mode my first time through; largely because I just kept making stupid mistakes or being too aggressive and running into enemy fire. If I had rolled credits on the game the very first time I played it, I might have just gone onto something else and not picked it up again. Since I had to make several runs through the game to see the first credit roll, however, it gave me a greater appreciation for the entire experience.
 
 

 
As an aside: if you are the type of retrogamer who likes CRT-filters on these types of games (like me), head into the options menu before you get started. The game looks great regardless, but the slight blurring provided by the CRT filter really makes the pixels look outstanding.
 
 
 
 
The music and sound effects are also excellent. While I might have preferred a chip-tune style soundtrack to match the visuals, honestly the audio is so great that I don't mind it being high fidelity. Who can complain when you're rocking out this hard?
 
While some of these recent retro-styled games don't seem worth their sticker price, Terminator 2D No Fate is excellent and well worth it, but given it was created by Bitmap Bureau, it's really no surprise. 
 
If the name of the studio doesn't ring a bell, some of its games might. Bitmap Bureau also developed Xeno Crisis, Final Vendetta and Battle Axe; all retro-styled games that deliver excellent overall experiences, and their games have only gotten better over time. 
 
 
Currently on OpenCritic, Terminator 2D No Fate sits at a 75 Top Critic average, and IGN gave it an 8 out of 10.
 
Besides being one of the best retrogaming experiences of 2025, I think Terminator 2D No Fate is also the best game based on Terminator 2, period. Although that's not too high of a bar to clear. While I'm sure some people have nostalgic memories of the past T2 games, the only one I ever liked was the arcade game, which was a lightgun shooter. Luckily it also came home to the Super NES and Sega Genesis, but for me, the arcade version remained the definitive experience. 
 
 

 

In addition to the arcade game, there was a side scrolling action game created for both the Super NES and the Sega Genesis, but it was pretty awful. The magazine Video Games & Computer Entertainment gave the Genesis version a 4/10, and it wasn't even reviewed by EGM or GamePro; the Super NES version wasn't much better.
 
 
 
Especially considering the past console games, it's a miracle we finally got an action game worthy of the T2 license. While I generally wait for a sale before picking up games like this, I highly recommend you pick up this one regardless whether it's on sale or not. 
 
If you want to see the game in action, you can check out some of my beginning gameplay in the YouTube video below:
 


I just hope future retro-styled games follow the excellent example Bitmap Bureau has set with Terminator 2D No Fate. Games like The Karate Kid: Street Rumble, Power Rangers: Rita's Rewind and G.I. Joe: Wrath of Cobra initially looked interesting, but fell short of expectations and were ultimately disappointing. I would like to believe their developers were trying to create something worthy of their source material, but they all could have used more refinement prior to release.

Terminator 2D: No Fate has set a new bar for retro-styled games and I'd love to see other classic franchises brought back in a similar format, but only if they are done as well as this game was.
 
On the PlayStation Store, Terminator 2D: No Fate currently sits at a 4.60/5 with 1.4k user ratings (92/100). 
 
Even better, Bitmap Bureau is currently developing a new He-Man game, and it's looking great so far. You can wishlist it on Steam to show your interest and support.