TRON: Catalyst (XSX) Review

Welcome back to the Grid

I didn’t expect Bithell Games to swing this hard with its follow-up to Tron: Identity. That game was a text-heavy noir mystery with a lot of mood and not a lot of movement. Those games aren’t my thing so I managed to find a playthrough so I was caught up Catalyst and the two games couldn’t be more different. Tron: Catalyst, throws you straight into an isometric action game with real-time combat, time-loop mechanics, Light Cycle segments, and more neon than a Vegas arcade. Catalyst moves fast, plays smooth, and feels distinct from anything else in the current AA action space. But despite its high-energy combat and flashy visuals, it doesn’t always deliver where it counts most: gameplay depth and replayability.

MSRP: $24.99
Platforms: Xbox (reviewed), PlayStation, Switch, PC
Price I’d Pay: $24.99

Players will fill the digital shoes of Exo, a program-turned-revolutionary stuck in a corner of the Grid where things are falling apart both politically and digitally. You’re given access to the Glitch, a time-based ability that lets you rewind missions and redo choices. It’s a smart concept on paper and occasionally shines when you discover a better path or exploit an enemy’s weakness with foreknowledge. But the mechanic’s implementation is hit-or-miss. Early loops feel dynamic and tense you’re navigating dialogue, deciding whether to sneak or fight, and slowly building relationships. By mid-game, though, the loop becomes more about repetition than revelation. It’s clever but underutilized.

If there is one thing that Tron is known for other than its neon effects, it’s the Light Cycle. Yes, you can ride a Light Cycle. And yes, it’s awesome; when it works. The Light Cycle is used for traversal, combat, and puzzle segments. The open areas where you can circle enemies and trap them in light trails? Brilliant. The tight corridor stuff? Not so much. It’s clear Bithell wanted to give players more freedom, but the layout of many levels feels constrained and doesn’t always support the speed or fluidity of the bike. Players will be able to control when the classic ‘light trails’ are turned off and on but other than that it functions as a motorcycle for traversal and exploration.

Exploration, in general, is limited. There are hidden areas, collectibles, and optional objectives, but they don’t always feel worth the effort. Side content is thin, and while dialogue choices can change how scenes play out, they don’t drastically shift the overall story. This game looks like Tron. Neon everywhere, slick reflections, pulsing circuits, glowing rain; it’s visually stunning. The isometric camera is well-managed, giving you a good view of the action while still allowing for a cinematic sense of space. Environments are varied enough to keep things interesting across a 10-hour runtime. The soundtrack is another win: electronic ambience, deep synths, and driving beats that escalate during combat. No Daft Punk (obviously), but it still fits perfectly. Voice acting also feels like a step above what you’d expect from a licensed game, and Exo’s performance in particular helps ground the story when things get abstract.

Tron: Catalyst is one of those games that’s easy to admire, even if it doesn’t quite hit every target. It builds a compelling world, executes an interesting premise, and looks incredible doing it. But by the end, the cracks start to show. Combat could use more depth, the Glitch mechanic feels underdeveloped, and the world; despite its beauty it really lacks things to do. Still, for fans of Tron, isometric action games, or stylish sci-fi in general, this is a strong entry. I’d love to see Bithell take another swing at this universe. With more time and ambition, a follow-up could turn these sparks into something explosive.

Review copy of game provided by publisher.

Good
  • Gorgeous neon-soaked visuals
  • Light Cycle segments are cool
  • Glitch mechanic is cool..
Bad
  • ..but it also feels underutilized
  • Shallow side content
  • Repetitive combat
7.5
Good
Written by
Terrence spends his time going where no one has gone before mostly. But when not planning to take over the galaxy, he spends his time raising Chocobo and trying to figure out just how the sarlaac could pull Boba Fett’s ship with its engines firing FULL BLAST into it’s maw with relative ease; yet it struggled with Han Solo who was gripping *checks notes* SAND!