As Star Wars: Galactic Racer inches closer to its October 6 release date, the ins and outs of its gameplay formula and approach are becoming more clear. This is no mere sci-fi Forza Horizon clone, nor is it a rehash of the ideas from 1999's classic Star Wars Episode I: Racer, which spawned from the iconic Tatooine racing sequence from The Phantom Menace.
Rather, Star Wars: Galactic Racer looks a lot more like Burnout or the older Need for Speed games, in the sense that there's a focus on intensity and snappy arcade mechanics rather than a vast open-world or sim-approximate features. Based on early looks at Star Wars: Galactic Racer, this design philosophy appears to have resulted in a roguelike, runs-based structure wherein players select from an assortment of challenges in the campaign mode, picking up upgrades along the way. But what this structure also facilitates is meaningful consequence, which developer Fuse Games believes is missing from the racing genre. Even as someone who loves games like Forza Horizon 6, I'm inclined to agree.
Star Wars Galactic Racer brings high-speed competition back to the franchise and marks its first racer in 23 years after its TGA 2025 reveal.
When asked about the choice to make Star Wars: Galactic Racer a roguelike, Fuse Games CEO Matt Webster told gaming outlet The Sixth Axis the following:
Yeah, well, it was recognizing that the racing genre had fallen behind some other genres – it hasn't really stolen from other games, you know?
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