Review – Hot Wheels Infinite Rush

The last few Hot Wheels games by Milestone have been amazing, perfectly mixing the fast-paced and arcadey feel of playing around with insanely designed cars with the fact they are still toys at the end of the day, with all tracks and backgrounds being set in mundane, real life locations. Two games were spawned from that formula, and both of them were hits. Milestone’s idea for a third Hot Wheels game wasn’t to simply make yet another game in the same format. Instead, they came up with Hot Wheels Infinite Rush, their own open world take on Hot Wheels video game racing. In essence, their own Hot Wheels Forza Horizon.

Hot Wheels Infinite Rush cities

Yay. A city. It’s not a living room. I prefer a living room.

What we have here is an open world racer set in a handful of islands, each completely isolated from the other, which all need to be unlocked in sequence. Each island contains a set amount of linear races which act as the “main critical path” of sorts, but are also full of collectibles, side missions, secrets, and rivals to engage in street races; defeating them allows you to add them to your car collection.

The whole linear aspect of the critical path caught me off-guard at first. Whilst games like Forza Horizon have a set amount of challenges you need to do in a certain order before you can unlock the next batch, it is never a literal linear sequence of one, maybe two (if you are lucky) events at any given time. This made Hot Wheels Infinite Rush feel surprisingly narrow in terms of scope, even though it is filled with so many collectibles and unlockables to the point of making Donkey Kong 64 blush. In order to reach a new island, for instance, you have to complete the same linear sequence of five or six races in another island.

Hot Wheels Infinite Rush islands

You hop from island to island by jumping off a ramp. It feels a bit weird and totally non-fluid.

Thankfully, as Hot Wheels Infinite Rush retains the simple gameplay and intuitive controls from its predecessors, completing these races is still a pretty fun time. There are four different kinds of cars, and you can basically “equip” them as a loadout, being able to swap between them with the press of a button. You can load yourself out with a versatile car, a drift-oriented car, a speedster, and an all-terrain vehicle; they are all pretty self-explanatory. With that said, open world balancing isn’t all that great. You can (and should) just complete almost every objective with a speedster, considering their vastly superior stats and improved boosting abilities.

So, a winning formula despite a few flaws, right? Well, that’s where things get a bit tricky. While I did have a good time with Hot Wheels Infinite Rush, I’ll be honest: I don’t think it’s anywhere near as good as its less open predecessors. And I’m not simply talking about the aforementioned issue with its linear sequence of events, either. My biggest gripe with the game actually lies somewhere else entirely: its presentation, and more specifically, its setting.

Hot Wheels Infinite Rush editor

The awesome track editor is back. It’s literally the same as before.

One of the coolest things about the previous Hot Wheels games was that the developers never shied away from the fact that you were controlling miniature cars racing on tracks scattered throughout the real world. Something as mundane as a living room suddenly felt immense, and the combination of oversized household objects, elaborate Hot Wheels tracks, and a powerful track creator resulted in an almost endless number of possibilities. Hot Wheels Infinite Rush, on the other hand, largely abandons that sense of scale. There is still a track editor available for side activities, which is basically the same one featured in the previous games, but the main setting is no longer grounded in the real world.

Instead, you race in these aforementioned imaginary islands. You can see they are made out of plastic, and every single car you meet is a Hot Wheels miniature, but there’s no sense of scale, no novelty. They are mere colorful open islands, which, granted, are adorned with Hot Wheels tracks and the occasional set piece, but never provide the same sensation of scale. They are just there, with no one else interacting on the streets, no sensation of said worlds being lived on. It feels incredibly empty, and honestly, quite boring.

Hot Wheels Infinite Rush collectibles

I can say a lot of things about Hot Wheels Infinite Rush, but I can’t deny how immensely chock-full of collectibles it is.

I get that making an open-ended map in a real-world setting would be quite impossible for a Hot Wheels game, but that also means that, maybe, just maybe, the concept of an open world racer with said brand just isn’t the coolest idea? I’m not saying that there isn’t a LOT of fun to be had in Infinite Rush‘s maps, but I never felt in awe with the game’s presentation as I felt whilst playing the Unleashed games. There’s also the small fact that the game is also a bit less detailed than its predecessors, as rendering an open world takes a lot more processing power than closed environments. That being said, the framerate is absolutely rock-solid, never chugging or daring to drop below the 60fps threshold.

speedster

You have access to four different car categories, but the Speedster category is the one you’ll be using throughout 95% of your playtime.

Having an open world sounds like a stroke of genius for a Hot Wheels game, and while I admit that there’s loads to see and do in Hot Wheels Infinite Rush, I don’t think its progression system, car collection, or editor mode are quite as enjoyable as what the Hot Wheels Unleashed games had to offer. Those games worked well because they embraced the fact that you were controlling a tiny miniature in the real world, making otherwise mundane environments feel absolutely enormous. By comparison, the open islands in Infinite Rush are packed with content and certainly cute to look at, but they lack that sense of novelty and scale. Infinite Rush remains an enjoyably unserious racing game at heart, but I couldn’t shake the feeling that it ultimately feels like a slight step backwards from its predecessors.

 

Graphics: 7.5

A bit less detailed than previous Hot Wheels games by Milestone, due to the expanded map size, but the game still runs at a rock-solid 60fps, which is a relief.

Gameplay: 8.5

Each car category has a different gameplay style, but all of them feature similar (and by that, intuitive) control schemes. Physics are a bit different from other Hot Wheels games, but nothing too egregious. The editor mode is identical to the one seen in Hot Wheels Unleashed 2.

Sound: 6.5

It’s not a particularly memorable soundtrack, and the engine noises aren’t impressive, either. Whilst far from bad, it certainly did not wow me.

Fun Factor: 7.5

Having an open world to fool around in a Hot Wheels game sounds like a stroke of genius, and while I do admit there is a lot to do and see in Infinite Rush, I don’t think its progression system, car collection, and even editor mode are as fun as what the Unleashed games had to offer.

Final Verdict: 7.5

Hot Wheels Infinite Rush is available now on PS5, Xbox Series X|S, PC, and Nintendo Switch 2.

Reviewed on PS5.

A copy of Hot Wheels Infinite Rush was provided by the publisher.

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