Boost is another big one - some cars have a traditional boost meter (that can be spent whenever), while other vehicles have boost nodes that need to be fully accumulated before they’re used. The variability comes down to Speed, Braking Power, Acceleration, and Handling. The Steam achievements reference blind boxes, which might scare off some players, but for me, it comes down to how much of a grind it’ll be to get quote-unquote good cars. The sheen on the cars is appropriately toy-like. For today though, I had access to a couple dozen cars - like Dragon Blaster and Sharkruiser - and nine tracks spread across four “ environments,” including a skate park. It’s too early to tell how the pace of unlocks and stat upgrades will go (there will be an in-game currency, but no microtransactions), and I would’ve liked to dip into that side of the game. Who wouldn’t want a shark car?Īfter going hands-on with a preview build of the PC version, I’m feeling good about Hot Wheels Unleashed, at least as far as the winding tracks and zippy driving are concerned. Even if I don’t have a current connection to the individual cars - I could rattle off few if any names from memory - I still appreciate their outlandish designs. There’s a simple pleasure to arcade racing games, and I’ve had my eye on Hot Wheels Unleashed as someone who owned a mess of orange plastic tracks as a kid. Hands-on with the boost-heavy arcade racer
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