[0:00] If you ask me, Disney's been pretty [0:02] smart in recent years about its Star [0:04] Wars video games. Instead of relying [0:07] solely on its small group of internal [0:10] development teams, as it did a long time [0:12] ago in a gaming galaxy far, far away, or [0:16] signing an exclusivity deal with one [0:18] single publisher, as it did last decade [0:20] with EA, The Mouse now hands its [0:23] licenses, Star Wars included, to [0:25] absolutely anyone with a great pitch. [0:28] And we've already had one game of the [0:30] year caliber masterpiece come out of [0:32] this strategy. That would be 2024's [0:35] Indiana Jones and the Great Circle from [0:37] the Riddic and Wolfenstein veterans at [0:39] Machine Games. And so when Lucasfilm [0:42] first announced Star Wars Galactic Racer [0:45] earlier this year as a collaboration [0:47] with developer Fuse Games, who counts a [0:49] number of Burnout alumni in its ranks, [0:52] my optimism immediately skyrocketed. A [0:55] Star Wars racing game made by people who [0:58] have some of the best arcade racers ever [1:01] made under their belts. Yes, please. And [1:04] now that I've finally had the chance to [1:06] play Galactic Racer, I don't need to [1:08] search my feelings because I already [1:11] know it to be true. This high-speed [1:13] rogike, more on that in a bit, racer is [1:16] an absolute blast. Welcome to Derven [1:20] Akos, where champions are born and [1:24] losers annihilated. [1:27] The setup is simple. Your shade, a [1:30] semi-willing participant in the galaxy's [1:33] renegade racing circuit, out amongst the [1:35] outer rim, where rules and laws are more [1:38] like requests and polite suggestions. I [1:41] say semi-willing because Shade would [1:44] rather lay low and avoid Kestar Bool, a [1:47] powerful enemy who has both the means [1:49] and enough pettiness in his bones to [1:52] make your life difficult if you get in [1:54] his way. But that eventually leads you [1:57] to in turn want to knock Bool off his [2:00] comfy perch. And so you'll race speeder [2:03] bikes, skim speeders, land speededers, [2:06] and yes, pod racers in a series of [2:09] events in order to advance up the ranks [2:11] and through the entire circuit to get to [2:13] the top spot. Galactic Racer builds this [2:16] in a rog light loop that, if I'm being [2:19] honest, I was extremely skeptical about [2:22] prior to playing it for myself. My first [2:24] thought was, don't we have enough rogue [2:26] lights out there already? The answer is [2:29] still probably yes. But to Fuse's [2:31] credit, how they've wrapped the Rogue [2:34] Light template around Galactic Racer [2:36] makes a ton of sense. You customize your [2:39] character, make your vehicle your own [2:41] through earned cosmetic unlocks, and [2:44] most importantly, build your ride to [2:46] your preference with the gameplay [2:48] affecting abilities that you earn [2:50] through winning races. But the Outer Rim [2:52] is a ruthless place, and this circuit [2:55] isn't one for second chances. So, you [2:57] can only race by earning a league token. [3:00] If you lose it in one of the eliminator [3:02] races, you'll inevitably come upon [3:04] during your run. And yes, they operate [3:07] exactly the same as Burnout's eliminator [3:09] races in which the last place driver is [3:12] disqualified from the competition at the [3:13] end of each lap. You'll have to start [3:15] the run all over again. But in classic [3:18] Rogue Light fashion, you'll be able to [3:20] bring anything you've previously [3:22] unlocked to the table as you have [3:24] another go at it. And the eliminators [3:26] are no joke, I should add. In my [3:28] 45minute hands-on time, I did the first [3:31] race or two in my run after customizing [3:34] my character and then jumping right in, [3:36] but then immediately hit my first [3:38] eliminator. I got too aggressive, going [3:41] for a takedown in one early race turn [3:44] and ended up putting myself into the [3:46] wall near the end of a lap without [3:48] enough time to get back out of last [3:50] place before I got eliminated. Oh, and [3:53] the takedowns, by the way, are exactly [3:56] as you remember them from Burnout, right [3:58] down to using a nearly identical camera [4:01] angle when you see the slow motion [4:03] wreck. [4:07] >> Did everyone see that? [4:10] >> Anyway, I had to start the run again [4:13] from scratch. I quickly learned that the [4:16] CPU racer AI means business in Galactic [4:19] Racer. I was stunned to have been [4:21] bounced from the tournament so quickly, [4:23] but honestly kind of impressed. It made [4:26] me steal myself for the next run where I [4:28] did a heck of a lot better. [4:30] >> Put up a fight next time. [4:33] >> But I'm getting a little ahead of [4:34] myself, though. There's plenty more to [4:36] say about the racing portion of Galactic [4:39] Racer. Obviously, I want to give props [4:41] to the onfoot sections that you'll [4:43] experience between races. In them, you [4:46] roam around each planet's paddic. Think [4:49] of these kind of like the infield areas [4:51] of a NASCAR race and can talk to fellow [4:54] racers, upgrade your ship with Hei the [4:56] Monkeylike mechanic, tweak your [4:58] characters or vehicles appearance, or [5:00] chat with the organizer of this whole [5:02] thing, Darius Pax, a big voice, big [5:06] personality creature who sounds a bit [5:08] like he's channeling Danny DeVito's [5:10] Penguin from Batman Returns. [5:13] >> Of course. Of course. AND YOUR TIMING IS [5:16] IMPECCABLE AS ALWAYS. [5:19] >> When you're ready to hit the track, you [5:21] have a couple of interactive moments [5:22] that can give you an initial gameplay [5:24] advantage. The first is your ignition [5:27] sequence. Regardless of what vehicle [5:29] type you're piloting, if you [5:31] successfully hit the prompted button [5:33] sequence in the brief window of time [5:35] allotted, you'll begin the race with a [5:37] bonus, like your afterburner being [5:40] primed and or your shield being fully [5:42] charged up and ready to deploy right at [5:44] the starting line. I'll note that the [5:46] sequence was the exact same in every [5:48] single one of my races, so hopefully [5:51] they're all randomized in the final [5:53] October 6th release just to keep me on [5:55] my toes a bit more. And the second [5:57] pre-race opportunity is to surge out of [6:00] the starting gates, Mario Kart style, by [6:02] keeping your throttle in the middle of [6:04] the three zones of the onscreen meter as [6:07] the green flag figuratively drops. In [6:10] these high-speed races that can be won [6:13] or lost in a second or two, that initial [6:15] moment matters more than you might [6:17] guess. [6:24] Okay. Yes. Properly nailing your [6:26] ignition sequence is important, but what [6:28] really makes or breaks your race is how [6:31] frequently and effectively you use your [6:33] abilities. I only saw a couple of them [6:36] during my hands-on time, but there are [6:38] plenty of them to unlock, and they'll [6:40] allow you to craft a pretty bespoke [6:42] build for your vehicle. Take the [6:44] affforementioned shield for instance. If [6:47] you're bunched up tight in a cluster of [6:49] fellow racers, you can be sure that at [6:51] least one of them will try to shunt you [6:54] into the nearest wall. Nailing the [6:56] timing on your shield ability so that [6:58] it's active when that takedown attempt [7:00] comes and before running out of juice [7:02] and needing to recharge via cooldown [7:04] timer can save you from a fate of having [7:07] to be blotted off the tracks walls with [7:09] handy wipes. The other one I used [7:11] extensively during my hands-on session [7:13] was Ramjet, which sadly I don't have [7:16] footage of here. It's functionally the [7:18] same as an afterburner with the key [7:21] difference being that you can keep the [7:23] extra push of speed going past its [7:25] cooldown point at the risk of pushing it [7:28] too far and having your craft explode. I [7:31] earned some modifiers for this as I [7:33] played, including one that would reduce [7:35] ramjet consumption by 50% while in [7:38] midair, meaning on a jump, since, of [7:40] course, all of these Star Wars racing [7:42] vehicles are technically in midair all [7:44] the time. The tracks, meanwhile, vary [7:47] from short to long and from hot to cold [7:50] depending on which planet they're [7:52] located. Jaku doesn't have any [7:54] temperature concerns, but Lantana has [7:56] patches of magma on track that will [7:58] overheat your vehicle if you're not [8:00] careful. While Ando Prime is an ice [8:03] world where you'll need to zip through [8:05] conveniently placed heating tunnels in [8:07] order to not get fully frozen over and [8:10] thus slowed down. on all of them. [8:12] Knowing when to drift is crucial, [8:15] particularly on tracks that have [8:17] shortcuts accessed by hitting those [8:19] borderline hairpin turns just right. As [8:22] is making sure you are never sitting on [8:25] a full reserve of Afterburner. Between [8:27] constantly boosting, drifting, avoiding [8:30] environmental hazards, finding [8:32] shortcuts, taking down rivals, and [8:34] avoiding them taking you down, there's [8:37] plenty in this arcade racer to keep you [8:39] on your toes at all times. [8:41] >> Now, this is Pod Racing. [8:44] >> The developers purposely allotted me [8:46] time to experience Pod Racing at the end [8:49] of my demo in an arcade mode outside of [8:52] the regular Rogue Light Circuit. I'm [8:54] glad they let me get my sea legs under [8:56] me first because the pod racers prove to [8:59] be a much more difficult spacehorse to [9:02] tame. They're much faster than the other [9:04] vehicles while also being a heck of a [9:07] lot more fragile. Not to mention that [9:09] the track I pod raced on was Tatooine, [9:12] which included a particularly harrowing [9:14] narrow canyon run, where one wrong move [9:18] would turn me into a stain on the canyon [9:20] walls. [9:27] Once I get more comfortable with pod [9:29] racing in the full game, I definitely [9:31] want to play around with the camera [9:33] angles. There's a cockpit view that [9:35] looks especially cool on the pod racer, [9:38] but requires your reflexes to be even [9:40] quicker. All in all, not only were my [9:44] fears of the rog light loop unfounded, [9:46] but the burnout roots baked into [9:48] developer Fuse Games' DNA was joyously [9:52] evident in every moment that I spent on [9:55] the track with Star Wars Galactic Racer. [9:57] And the times that I wasn't going [9:59] hundreds of miles per hour when I was on [10:02] foot did a great job of further Star [10:04] Warsifying my experience. I'm incredibly [10:08] optimistic about what I've seen from [10:10] this long overdue spiritual successor to [10:13] Episode One Pod Racer, and I can't wait [10:16] to play more of it. [10:21] For more previews of the biggest [10:23] upcoming games, don't miss our recent [10:25] hands-on looks at Tomb Raider: Legacy of [10:27] Atlantis and Fable. And for everything [10:29] else in the world of video games, ramjet [10:32] on over to IGN.