Downloadable content often becomes more than a handful of bonus missions or cosmetic extras, with many modern expansions introducing substantial new mechanics, fresh campaigns or entirely different ways to experience familiar games. This latest roundup showcases three very different approaches to post-launch support, from building spectacular parade processions in Planet Coaster 2 and exploring a wonderfully eccentric licensed crossover in Walkabout Mini Golf to surviving the claustrophobic horrors of a tactical prequel campaign in Dustwind: Resistance.
Planet Coaster 2: Parades DLC review (PS5)
Planet Coaster 2 has always excelled at giving players creative freedom, and the Parades DLC expands that philosophy in one of its most ambitious ways yet. Rather than simply adding another scenery theme or a handful of attractions, Frontier Developments introduces fully customizable parade processions that weave through your park, bringing crowds together and making the entire experience feel more alive. The accompanying Small Town scenery set, additional rides and extensive collection of decorative pieces make this feel closer to a mini-expansion than a typical DLC, offering builders plenty of fresh inspiration beyond its headline feature.
The new parade system is undeniably the star of the show. Designing floats from scratch offers tremendous creative freedom, with customizable routes, entertainers, synchronized music and fireworks creating genuinely memorable spectacles once everything comes together. At the same time, this is another reminder that Planet Coaster 2 rarely hands out rewards without demanding patience first. Building floats has a noticeable learning curve, and manipulating scenery pieces can initially feel awkward before the construction tools begin to click. Fortunately, that early frustration gives way to a satisfying sense of accomplishment, especially as your creations finally roll through a bustling park packed with cheering guests.
Outside of the parade mechanics, the expansion adds meaningful value through its ride selection and scenery. The two new coasters cater nicely to thrill-seekers, while the Little Dipper fills a long-standing gap for family attractions, and the Electric Trolley adds welcome charm to more traditional park layouts. The Small Town scenery proves remarkably versatile, with ambient sound effects and music helping environments feel richer than their visual presentation alone. Controls remain familiar for returning players, although building intricate floats with a controller on PlayStation 5 demands precision and patience that won’t appeal to everyone.
The biggest sticking point is value. The quality or quantity of the content is there, but the higher asking price will spark debate, especially compared to previous Planet Coaster 2 DLC releases. Even so, for dedicated builders who enjoy spending hours perfecting every detail, the sheer number of new assets and the entirely new parade system offer tools that meaningfully expand what’s possible inside the sandbox. It may not be essential for casual players, but for committed park designers, Parades is easily one of Planet Coaster 2’s strongest post-launch additions despite its premium price tag.
Walkabout Mini Golf – Homestar Runner Distraction Pack DLC review (PS5)
For years, Walkabout Mini Golf has steadily expanded with imaginative new courses, but the Homestar Runner Distraction Pack takes a different approach by treating its licensed universe as far more than another themed location. Instead of simply dropping familiar characters into a golf course, Mighty Coconut builds an interactive playground packed with cutscenes, collectibles, cosmetics and mini-games that constantly tempt players away from their next putt. Fans of Homestar Runner will undoubtedly appreciate the flood of references and faithful recreation of its offbeat humour, but even newcomers can enjoy the sheer enthusiasm behind the presentation, even if some of the jokes inevitably land better with longtime followers.
Although the included Strong Badia course is smaller than a traditional Walkabout expansion and lacks the usual hard mode, it delivers a refreshingly straightforward round of mini golf that feels closer to a real-world putt-putt course than many of the game’s more elaborate fantasy environments. Beyond that, the pack constantly rewards curiosity through hidden interactions, character skits and optional activities, with the standout Fox Hunt adding an entertaining detective twist that ranks among the most inventive side activities Walkabout has introduced. Not every distraction proves equally compelling, however, as a few gags feel fleeting and some of the novelty fades once the surprises have been discovered.
The Meta Quest controls remain as intuitive as ever, whether lining up putts or tackling the varied mini-games, though the latter are noticeably more demanding. Challenges like the slingshot sequences and Trogdor-inspired gameplay require precision and persistence that may frustrate completionists chasing every unlockable, while several activities are limited to solo play despite the series’ strong multiplayer appeal. Thankfully, the excellent voice work, expressive animations and constant stream of interactive details ensure there’s rarely a dull moment, with the quirky soundtrack and unmistakable Homestar personality giving the entire package an infectious sense of fun.
What makes the Homestar Runner Distraction Pack stand out isn’t simply the amount of content, but how creatively it’s assembled. It feels less like conventional DLC and more like an affectionate celebration of both franchises, delivering surprising variety for a modest asking price while showing just how flexible Walkabout Mini Golf’s formula can become. A handful of uneven mini-games and the absence of a harder course prevent it from reaching perfection, but for Homestar fans it’s an easy recommendation, and even those unfamiliar with the characters will likely come away impressed by just how much entertainment has been squeezed into this delightfully odd distraction.
Dustwind: Resistance – Tunnels of Death DLC review (PS5)
Tunnels of Death takes Dustwind: Resistance in a darker direction by shifting the timeline twenty years into the past and casting players as Harlan, Jake’s father, in a desperate escape through abandoned underground tunnels. Rather than simply adding more missions, the DLC introduces a survival-focused campaign built around relentless mutant encounters, environmental pressure and an ever-present sense of urgency. The prequel angle gives familiar characters some welcome background while the claustrophobic setting offers a refreshing contrast to the open wasteland of the main game, even if the storytelling remains more functional than deeply emotional.
The core tactical gameplay remains the DLC’s biggest strength. Real-time combat combined with the excellent pause-and-plan system continues to reward careful positioning, coordinated squad management and smart use of each character’s abilities, while new mutant variants and the additional weapon help keep encounters feeling fresh. The tighter, horror-inspired scenarios fit the mechanics well, although the familiar shortcomings haven’t disappeared. Difficulty spikes can still become frustrating, larger enemy groups occasionally push encounters toward repetition, and some stiffness in movement and controls means battles don’t always feel as responsive as they could on console.
Visually, the oppressive tunnel environments create an effective atmosphere despite the game’s somewhat dated presentation, and the darker locations do a good job of reinforcing the campaign’s sense of danger. Audio remains serviceable rather than memorable, with understated effects and music that support the setting without adding much excitement. Existing fans looking for another tactical challenge will find several worthwhile hours here, especially thanks to the new mechanics and focused campaign, but newcomers should expect the same rewarding yet occasionally rough-around-the-edges experience that defined Dustwind: Resistance itself.


