XBox

Onrush review

The gaming world continues to be notably lacking an abundance of arcade racers recently. Racing simulations get their place in the driving scene, and some occasionally manage to fit in a jump or two, but they are no substitute for the unbridled adrenaline caused by the vehicular carnage and finish disregard for physics of true arcade racers. The PlayStation 3 held this subgenre high with the system's Motorstorm games, and lots of of their developers are back to rev exactly the same engine with Onrush, a game title that feels like an authentic spiritual successor. There are some crucial elements of Onrush that distinguish it, but it does Motorstorm fans proud, with simply a few speed bumps on the way.

Players will feel Motorstorm's influences right out of the gate, in everything from the beautiful-yet-rugged courses stretching across natural vistas, towards the vehicle selection comprises various bikes, buggies, rally cars, and SUVs. Controlling each vehicle kicks back a satisfying sense of weight that doesn't take away from the thrill of bounding off ramps, that is a gameplay core Motorstorm fans will remember all-too-fondly. Contributing to the similarities, boosting is integral to maintaining a competitive edge, but rather than the infinite boost of Motorstorm, Onrush has players hit jumps, smash AI-controlled “fodder” vehicles, and perform other reckless actions to achieve boost. This process makes boost gain more of a challenge, but it gives those better at managing it a leg up.

In spite of all these similarities, the most significant area in which Onrushdiffers from Motorstorm is exactly what matters most. No longer are we here to race, while there is no finish line in Onrush. Instead of seeing who are able to pass the proverbial checkered flag first, Onrush's driving experience is made up of four different competitive modes, each pitting two groups of drivers against each other. Four team-based modes make up the high-speed contests of Onrush: Countdown, that has teams driving through gates to include time to their clock; Overdrive, which gives points to whichever team boosted probably the most in the allotted time; Lockout, that has both teams attempting to capture a zone that's speeding along the track; and Switch, wherein the losing team may be the first to crash a lot of times.

Being set on what exactly are essentially race tracks, lends some novelty to modes which have you speeding alongside other drivers without bothering what place you are in. The modes aren't overburdened with complexity, plus they can get old after you have run them with an endless rotation, but it is important to commend something completely unexpected. Combining the team-based means of tactical shooters with the competitive precision of racing games isn't something many have tried, also it was a worthy risk for any genre that tends stuck in the ruts of convention.

The primary way of tackling these modes is in the game's Superstar experience, although there is a custom race option for more flexibility. Superstar is made up of six different chapters, each containing several events with unique vehicle restrictions and match challenges. These challenges reward Stars, which are required to unlock new chapters and events, therefore the repeating the modes is quelled somewhat by the demand for completing unique objectives.

Mastering the vehicles required by certain events takes more than getting a handle on their own speed and weight. There are eight vehicles as a whole, two for each from the four categories mentioned previously. Each vehicle features three distinct perks, one of which is always saved for the Rush ability. Rushing is essentially a supreme ability that competitors build up by boosting. Activating it grants a brief speed boost and increased take-down potential. Each vehicle has different auxiliary effects of its Rush, whether it be blinding enemies directly behind or supplying nearby allies with boost, and the additional two perks give each ride even more personality. The perks are a simple but intriguing method to give vehicles roles. Players should tactically pick the set of wheels that would be perfect for each challenge, according to benefits beyond basic traits like speed and weight.

Central towards the perk builds of many vehicles are perks that help players take down enemies, which is integral to coming out victorious. Smashing into enemies and taking them out forces these to respawn and provides the offender's team an interim numbers advantage, or even a better score in the case of Switch mode. Epic takedowns result in a few of the game's most memorable moments, as well as a number of its most frustrating ones. For the most part, takedowns would be the result of weight, speed, and angle of contact as they ought to be, however they will often be much less consistent. For instance, so how exactly does landing squarely on the hood of some other car leave them to drive away with nary a scratch. Takedowns appear to work properly generally, but their issues become increasingly obvious the more frequently you attempt them.

Even when they're not receiving from (what ought to be) a clear takedown scot-free, there is something just a little off concerning the game's AI-controlled drivers. All of Onrush's modes are team-oriented, requiring offline players to rely-at least partially-on the AI. Within the later game with more difficult matches, players may begin to notice a curious pattern with the AI of both teams, for the reason that they appear made to keep your matches near the coast score. I tested this out several times by avoiding playing the objective, and the scores stayed fairly even each time, suggesting the game may script teams to lose or gain suggests keep your matches excitingly close. This is completely anecdotal, to become fair, but it was still an unusual to feel like my presence was trivial

To avoid this potential silliness, players may take their skills online inside a Quick Play choice of randomized modes, with Ranked Play “coming soon.” Besides the satisfaction that comes from beating another gamer, it feels better to blame real people for a loss than try to see whether or otherwise the game's AI is providing you with the runaround.

Both on the internet and single-player matches reward in-game currency that can be used to purchase customization items, like new car models and character outfits, even though they may also be won in gear crates rewarded for ranking up. The vehicle models available are freaking sweet-looking with tons of variety, but it is unfortunate the choices are all preset full-body designs. It seems like a missed chance of a game title like this, not letting players trick out each individual bit of their ride.

Onrush includes a loose bolt in some places, but it doesn't let those minor flaws slow down its great time. The sport is a little more in-your-face than the Motorstorm games were, in the blaring music to the excessively vibrant particle effects, however for better or worse, all of this 'tude gives Onrush its own personality. Whatever setbacks there are, they're far from deal breakers, and its innovations put this lower-profile title neck-and-neck with much bigger competitors.

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