I just finished Dispatch’s finale on PS5—there’s one choice the game actually commits to

I just finished Dispatch’s finale on PS5—there’s one choice the game actually commits to

Game intel

Dispatch

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Platform: PC (Microsoft Windows), PlayStation 5Release: 10/29/2025Publisher: AdHoc Studio
Mode: Single playerView: Text

Why This Finale Actually Matters

Dispatch just dropped its final two episodes on PS5 and Steam, wrapping an eight-episode season and closing out Robert Robertson’s arc-and it actually sticks the landing. That’s the headline. AdHoc Studio (the team founded by former Telltale devs) didn’t just ship a throwback; they delivered a modern, reactive narrative with enough technical polish that the story can breathe. With over one million copies sold, a peak of 131,000 concurrent players, and overwhelmingly positive reviews across Steam and PlayStation, Dispatch isn’t just surviving in a genre many wrote off-it’s thriving.

Key Takeaways

  • The finale pays off season-long choices in visible ways-who stands with you, who hates you, and which relationships actually matter.
  • That dispatching minigame isn’t filler; your triage decisions meaningfully shape late-game outcomes.
  • Technical reliability (steady framerate, clean animation) keeps the focus on the story instead of stutters and bugs.
  • I’m impressed by the ambition, but I still want clarity on how far the branching goes beyond a few major bottlenecks.

Breaking Down the Finale Drop

Here’s the news in plain terms: the last two episodes are out now on PS5 and PC (Steam), completing the season. Xbox Series is still listed as TBA. The season centers on Robert Robertson, a desk-jockey dispatcher wrangling a messy roster of misfit superheroes in a workplace comedy that leans more The Boys than Saturday morning cartoons. The numbers aren’t fluff—1M+ sold and 131k peak concurrents are monsters for a story-first game. It signals something simple and important: players still want narrative adventures when the writing and tech show up.

AdHoc’s pedigree matters here. After Telltale’s collapse, a lot of us assumed episodic choice games were doomed to either jank or limbo. Dispatch proves otherwise. The season launched in October and now it’s complete—no year-long cliffhangers, no forgotten promises. And the quality bar is high: smooth performance on PS5, animation that reads more premium streaming series than “game cutscene,” and voice talent like Aaron Paul and Laura Bailey selling both the comedy and the gut punches. That’s the difference between “good idea” and “I binged the whole season this weekend.”

The Real Story Behind Dispatch’s Design

Dispatch works because its three pillars aren’t fighting each other. First, the dialogue-driven choice scenes land; the jokes are sharp without deflating character stakes, and the moral decisions don’t feel like coin flips. Second, the optional QTEs respect playstyles—you can keep it cinematic or jump in for the tactile beats. Third, the dispatching layer turns what would’ve been dead time into meaningful strategy: you’re slotting the right hero for the right call, managing egos, and dealing with the fallout when you send the wrong hothead to the wrong crisis.

If you’ve played FTL or Papers, Please, you’ll recognize the DNA: triage under pressure, with consequences that show up later when a mission goes sideways or a teammate remembers you hung them out to dry. Even the weaker link—the hacking minigame—does its job as a breather between heavy scenes. The key is integration. Choices from the shift desk ripple into who shows in climactic scenes and what they’re willing to do for (or against) you. The finale doubles down on that. It’s not just “who lives, who dies”; it’s whether the dysfunctional team you curated actually functions.

And yes, the production values matter. We’ve all sat through story games kneecapped by hitches at the worst moments. Dispatch runs clean. That consistency makes it easier to buy into the big swings—like when the comedy gives way to genuine emotional fallout and the performances carry the scene without technical distractions.

Skeptic Meter: Branching, Value, and What’s Next

Is Dispatch the most branchy narrative ever? No, and that’s fine. You can feel season-level bottlenecks; certain big beats are happening no matter what, which is how most episodic stories stay coherent. The difference is in the texture: who’s at your side, who you’ve burned, and which relationships pay out in the finale feel genuinely player-shaped. It’s a step beyond the classic “different line, same scene” problem that haunted older choice games.

As for value: the eight-episode season is complete today. There’s a Deluxe Edition if you want extras, but my advice is simple—finish the season first, then decide if the add-ons are worth it to you. The core experience stands without fluff. If you’re on Xbox, the TBA tag remains the annoying asterisk; the silver lining is that whenever it lands, you’ll get to marathon the full season without waits or cliffhangers.

Where does Dispatch go from here? With sales and word of mouth this strong, I’d be shocked if AdHoc doesn’t return to this world in some form—season two, a new case file, something. The finale feels like a capstone for Robert’s arc, but the premise (a dispatcher juggling unstable supers and moral gray zones) is a machine built for more stories. Just keep the core mix intact: tight writing, reactive structure, and a dispatch layer that matters.

What Gamers Need To Know Right Now

  • The final two episodes are out on PS5 and PC (Steam), completing the eight-episode season.
  • Over one million sold and 131k peak concurrents signal real demand for narrative games done right.
  • Expect sharp writing, strong performances, and choices that meaningfully reshape late-game dynamics.
  • Xbox Series version is TBA; a Deluxe Edition exists—check what’s included before upgrading.

TL;DR

Dispatch sticks the landing. The season finale cashes in on your choices, the dispatch layer actually matters, and the tech doesn’t trip over the story. Narrative adventures aren’t dead—they just needed this kind of execution.

G
GAIA
Published 11/24/2025Updated 1/2/2026
5 min read
Gaming
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