![]() Taking an opponent down while driving alongside them isn’t as easy as in the classic series, but the way vehicles lose control after a light tap, and how vulnerable their back ends are is reminiscent of Criterion’s games. It has the same lightweight feel of Motorstorm, which allows you throw the vehicles around at will, dodging trees and rocks at a moment’s notice, but the combat feels a lot like Burnout. It also helps that the driving itself is also great, no matter which vehicle you’re using. Therefore, you need to build a balanced team that can simultaneously do that and disrupt the other team. Rounds are won by staying alive long enough to complete the objective. The bikes would be able stay out of danger due to their agility, but they wouldn’t be able to take out the opposition due to their physical weakness. It creates tense, cat and mouse situations, with the team that uses all their switches first losing the round.Īll the modes are wonderfully designed and require different tactics, but none of them ditch the fast paced carnage that’s integral to the fun.įor example, picking a team of six bikes would be foolish because you’d have no means of halting the opposition from taking the objective. Get taken out once and you become a buggy, crash again and you’re the next vehicle class, until you’re the final class that only has the aim of taking out other racers. Everyone starts as a motorbike and has three switches. Finally, Switch is the most complex, but best, game mode. Boosting gives your team points, and the first team to hit the target score wins. Overdrive is the most simple, with the aim being to use as much boost or Rush as possible. If your team has more racers in the zone than the other team for five seconds, you win that zone. Lockdown is a King of the Hill type mode that sees a capture point speed forward ahead of the racers, and each team tries to capture it. Countdown tasks you and your team with driving through small gates, adding time to your team’s clock every time someone does, with the team that runs out of time first losing. That gameplay loop of speed, takedown, and boost is at the center of every mode, but there’s something more specific you need to do to win in each one. As you spectacularly takedown those other vehicles and fly over the ramps, your boost bar fills up, which in turn fills up you Rush meter, allowing you to unleash a super-boost of sorts that turns you into an almost unstoppable force for around 10 seconds. The basic aim is to drive as quickly as you can around the course, taking out the other players and ‘fodder vehicles’ that are in the way. ![]() There are four modes in the game: Switch, Overdrive, Countdown and Lockdown – each with entirely different objectives – and your aim is to win each round as part of a six-man team. The idea of a team-based shooter and racing game crossover may sound confusing at first, but it’s easily explained. However, it’s the influence that modern team-based shooters like Overwatch have clearly had on Onrush that makes it such a unique experience, and the most enjoyable arcade racer I’ve played in years. Onrush also shares many similarities with the likes of Motorstorm, Pure, Blur, Burnout, and Downhill Domination, all of which released during the last console generation or earlier. The developers are a Codemasters sub-studio that’s made up of Evolution Studios employees that moved over when Sony shut the studio following the troubled launch of Driveclub. That’s not to say there’s no racing pedigree here. Instead, the action is focused on teamwork, objectives, and carnage. ![]() ![]() ![]() There’s no start or finish line, no checkered flags, and no podiums. Onrush isn’t a racing game in the traditional sense. ![]()
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