Hot Wheels Infinite Rush review

It’s really impressive how Hot Wheels as a brand has endured for so long. Launching in the late 1960’s and managing to stay relevant for decades. Infinite Rush is Milestone’s biggest video game swing at the toy-car fantasy yet. It comes packed with four themed islands, a garage that keeps growing, and arcade racing that continues the excellent handling of the Unleashed games.

The look is the first thing that sells the premise. Wheelswood’s city blocks, Tentacle Bay’s oversized sea-creature kitsch, Gearville’s industrial clutter, and Drifty Temples’ lantern-and-loop Japan pastiche all read as plastic sets blown up to theme-park scale. Orange track ribbons slice through hills and hang over streets. The framerate stays locked and the colour palette is loud without turning muddy, which matters when loads of toy cars are bouncing off each other at full boost.

The trade-off is density. Because the camera is always pulling back to show the next island landmark, individual surfaces are a little simpler than the tightly framed Unleashed tracks. You notice it on close-ups of liveries and on some of the flatter urban stretches, which can feel empty between events. Still, the toy-box art direction does the heavy lifting. The world looks like someone emptied a storage bin onto a living-room floor and then animated the result, and that is exactly the mood the series needs.

Handling stays deliberately toy-like. Cars are light, boost-hungry, and happy to flip if you clip a ramp wrong. Drifting recharges boost, as does maintaining high speeds depending on your car choice. Mid-air correction is almost as important as throttle control. The roster is divided up into four classes: Speeders want clean lines and raw velocity, Drifters live in corners, Titans shrug off debris, and Versatiles sit in the middle. You keep a four-car “Rush Squad” and swap on the fly. Everyone will be different, but I had so much fun drifting around that I defaulted to that class unless otherwise instructed for specific tasks.

That system however, is the smartest change. A time trial that demands a Drifter feels different from a straight-line dash that rewards a Speeder, so you do actually use the garage tactically. Upgrades exist but stay shallow, with enough to tweak stats, but not change the game. The physics can still punish sloppy landings at high speed, which is both authentic to the toys and occasionally annoying when a race is decided by a bounce you did not see coming.

The campaign is a collect-a-thon wrapped around a short critical path. Each island asks you to knock out a handful of story races and a boss-style Daredevil before the next hub opens; after that you are free to hunt gears, chase roaming rivals, farm coins at dealerships, and chase medals. Structured play includes Quick Race, Time Attack, Elimination, and Drift Master, all available offline or online, plus local split-screen.

The Track Builder is the mode that will keep creative players around. Pieces can follow terrain and wrap around buildings, and you can drop action markers so AI actually races your layouts instead of driving through them. Sharing those tracks is the obvious long-term hook. Online population for racers is always a question mark, but the toolkit is there if the community shows up.

There is a lot of stuff: over a hundred and fifty cars at launch, hundreds of gears per island, secret dealership exclusives, and enough side challenges that a completionist can stay busy for dozens of hours. The problem is sameness. After the fourth island, many of the open-world activities start to feel very familiar. Race, drift, collect. Progression is generous but not deep; once you understand the class system, the remaining work is volume rather than new ideas.

Infinite Rush understands the Hot Wheels IP. Tiny cars, ridiculous scale, permission to crash into everything, and it delivers that fantasy in a form that is easy to pick up and hard to put down for an evening. It does not match Forza Horizon’s content avalanche, and it does not quite recapture the “living room made giant” trick of the Unleashed games. What it does offer is a colourful, chaotic toy park with a builder that can outlast the campaign if you let it. For anyone who ever built a loop on the carpet, that is more than enough reason to stay in the garage.

Craig 🧐

Craig started gaming at 4 years old on the NES and has been hooked ever since. Trophies and achievements have only made him fall deeper down the rabbit hole. Will play almost anything, although particularly partial to anything involving stealth and silenced pistols. Football game enthusiast. RIP PES.