Every year, the hottest toy of every Christmas catalogue was generally an awe-inspiring playset for Hot Wheels. Whether it mimicked a city setting, huge plastic tracks to assemble while you jettisoned your cars on it with the force of a potato gun, or some huge creature like a dinosaur to overcome, there was something you felt you needed to have. In a lot of ways, HOT WHEELS Infinite Rush does all of that in a single game in what I can only describe as “Forza Horizon meets Burnout Paradise for kids”. This is an open-world arcade racing game that expands upon the HOT WHEELS UNLEASHED games that came before. HOT WHEELS Infinite Rush gets so much right, but the new open-world exposes how unsatisfying it is to explore in this type of setting.

There’s not even a loose story to tie things together this time, but you’re dropped onto an archipelago of four islands to do some racing. Each island is segmented from the others (complete with its own loading screen) and has its own theme with unique set of items to collect, races to partake in. This is not like the menu-driven structure of HOT WHEELS UNLEASHED or HOT WHEELS UNLEASHED 2 – Turbocharged. Every event must be driven to, and though some events are unknown, driving up to them reveals what they are. What drives the game forward is completing events. These are varied types of races that upon completion of five of them per island, unlocks a rusher. Rushers are essentially bosses, and beating them unlocks access to the next island. After completing all bosses, you’re set loose across all islands to keep completing events and beating all bosses until you reveal the Rush Master for each island to defeat. This is by and large a much bigger game than both prior games combined, but I can’t say it’s any more fun.
The biggest change for this series is assembling a “rush squad”. This is done for you in the beginning as the game assembles your squad with your initial cars, and they all adhere to certain classes: versatile, drifter, speeder, and titan. As you acquire new cars, you can swap out for more powerful cars, or simply ones you prefer to drive. And when driving around the world, you can hot swap to any of the other cars in your squad. This system is kind of similar to that of LEGO 2K Drive, but swapping is done manually whereas that game would detect the surface and choose the best of the three vehicles you had selected. While this isn’t a combat racer of any kind, you do now have the ability to dash to the left and right to shunt, allowing you to literally send someone off-track. What hasn’t changed is that the boost system is different per vehicle type. Some are chunked and work in short bursts, others are full bars that only get more from performing tricks, and others return over time. You get full air control, which is really helpful when the physics of certain objects doesn’t work in your favor, which happens often enough.
The car roster is pretty large, with over 150 cars on day one, which doesn’t exactly compare to other racers, but it’s still a lot. Most of the cars you acquire are Hot Wheels creations like Twin Mill, Bone Shaker, Feline Lucky, and so on. Now, there’s a good number of real-world vehicles you’ll want to have in your collection. I still love how well Milestone makes these games, where the Hot Wheels cars are made bigger and in greater detail than your experience in the real-world. This is a series that’s always had a hefty amount of DLC, so if you manage to collect everything, it won’t be long before a new pack will offer more to go after. Each island has a car dealership to purchase a selection of cars that differ between them, and is the only way to obtain them.
All cars can be customized, both visually and with modules. The visuals are things like liveries, but you can also slot in styles of boosts and dash effects. On the upgrade side, it is a much simpler system than it was in previous entries. You have four slots, corresponding to tier: C, B, A, and S. You’ll unlock modules in each tier that you can assign to the vehicle, such as making it have better acceleration or boost, but more nuanced options become available with more progression. Even with applying upgrades, when picking cars for a race, there’s no good way to see which car in each class is best as you can’t sort or filter. You just have to scroll through all the cars to see which one has the most pips.

HOT WHEELS Infinite Rush offers a big open-world where there’s zero consequences with everything you do. Its greatest strength is how it unshackles progression, giving you complete freedom to tackle activities in any order. Except, the open-world is pretty boring. Sure there’s things to do and roads & off-roads are littered with traffic, but in something like Forza Horizon, it’s about the multiplayer, driving in real locales, and being immersed with the car you’re driving because it exists. Here, it just looks and feels like the elaborate and expensive playsets it imitates. It’s far away from the original UNLEASHED‘s imagination-filled house. About the only reason to spend time in the open-world is to collect each island’s 300 gears (among several other types), but that’s 1200 gears in total – what does this game think it is, Banjo-Kazooie? The first island you are given access to, is a Hollywood-esque place set in a California-type appropriately called Wheelswood. Next is the tropical beach town of Tentacle Bay, followed by the desert island of Gearville, and finally a Japan-esque Drifty Temples. As you go to each place, they do become increasingly impressive in the order you’re taken to them. It’s unfortunate these places don’t offer a day/night cycle or weather, just sunrise to sunset based on the event.
I feel like there’s a lot less wacky races where you are magnetized to the track, and are being flipped upside-down. Instead there’s more targeted racing types like speed stunts where you have to go through checkpoints as fast as possible or drift stunts, where you have to complete a number of drifts before crossing the finish line. Like Burnout Paradise, specific cars will be tagged for you to chase after, and initiating a race starts a daredevil event where a series of checkpoints appears and if you beat them, you win their car. Photo challenges ask you to take photos of a thing and maybe a car; these are woefully simple and mindless to complete, requiring almost no effort. Though, the worst event by far is delivery. What should be a tense experience is up-ended by wonky physics where damage could mean race over and there being way too many objects to collide with, leading to an unfun restart. Overall, the racing is fun and engaging as you progress through it, though I did have to ratchet up the difficulty to hard to get a decent challenge.
Its greatest strength is how it unshackles progression, giving you complete freedom to tackle activities in any order.

Like the HOT WHEELS UNLEASHED games, Milestone has included a comprehensive and detailed track builder. It’s essentially a no-brainer at this point for them, but the tools are getting so much better and are easier to use. With so many biomes to choose from, you really get an infinite number of options to pick from and create with.
Music in racing games is a staple, and while I wouldn’t expect licensed music to hit these HOT WHEELS games, it’s just so bad and generic here. I eventually had to turn it off as it just seemed like it was all randomly plucked from a basic music library.
I was unable to play multiplayer due to having access to the game prior to release, and not being able to matchmake with anyone when I tried. In the past, this has been a solid mode to partake in with friends or strangers. Here you have the option of playing Ranked matches, Rush Event, and Private Race (which requires two players to even start). It seems a bit more bare bones than its predecessors, but given the single-player is so varied and fleshed out, I think it’s fine the multiplayer keeps things simple.

Infinite Rush looks the best of the series, but there’s still areas where it doesn’t look as good as it could, with everything set to Ultra. This again runs on Unreal Engine 5, and it does a passable job here. I was able to get a window of 108 – 120fps depending on the area and race, DLSS was enabled and set to Quality. When set to DLAA, it was more than fine but the average was around 80fps there, and this is a game that feels better at higher frame rates. I’ve talked about how great the cars look, and they absolutely look awesome. Interestingly, some menus don’t support ultrawide screens like the rest of the game, so there were some menus that were cut off and hard to read. This I think will likely be fixed in a patch pretty soon, but performance on PC seems pretty solid all around.
◆Linux 7.2.2-1-cachyos
◆Intel Core i9 13900K @ 5.8GHz
◆ASUS ROG RYUJIN II 360 ARGB AIO Liquid CPU Cooler
◆G.SKILL TRIDENT Z5 6000MHZ 64GB (32×2) DDR5 RAM
◆ASUS ROG Strix GeForce RTX 4080 16GB GDDR6X
◆WD_BLACK SN850X M.2 (8 TB)
◆LG UltraGear 34GP950B-G (21:9 Ultrawide @ 3440×1440)

HOT WHEELS Infinite Rush is a competent, well-crafted racer for all ages that tries to pivot the franchise in a new direction, but its ambitious open-world is wide as an ocean and shallow as a puddle compared to its contemporaries. I far prefer the focused, menu-driven progression of earlier titles. By stretching itself thin to copy today’s open-world trends, Infinite Rush loses the spark of its predecessors by delivering an experience that offers surprisingly finite enjoyment.
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