My review of Onrush a very eccentric new arcade racer ONRUSH
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Onrush is a seriously strange game, though it can be told in one clean and simple pitch, what if a first person shooter, met a racing genre, what if you took Burnout and mashed it together with Overwatch. This is a pick up and play action game that doesn't make that much sense until you've spent a couple of hours with it and a multiplayer game that's arguably at its best when played alone, those dramatic slowed down killcams that greet each takedown understandably absent from online play. It's only when you start playing with the mindset you'd take into a multiplayer shooter, though, that Onrush really clicks into place. That's because, across all of Onrush's game modes, it's never about finishing first. A lengthy single-player campaign, complete with various objectives for each event, ties together the four main modes which are available offline and on - in Overdrive you're boosting to score points for your team, stringing out combos of tricks and takedowns, while Lockdown is a variant of King of the Hill, teams working to gain possession of a small zone that races along with your team. Countdown is the closest Onrush ever gets to a traditional racer, taking the checkpoint system of arcade classics and delivering its own spin as teams work together with a combined clock, and work to prevent the opposition from hitting gates. It is, however, fascinating and infectiously energetic. What an odd, odd game Onrush is - something that harks back to that peculiar purple patch for the arcade racer, when games like Pure, Blur, Fuel and Split/Second all came bounding along with their own take on the genre. They're hardly names you'd want to invoke in a boardroom, but they're rightly cherished by genre aficionados, and Onrush is proof once again of how thrilling a little leftfield thinking can be when it comes to the age-old racing game.