Whenever I browse “For You” on X (formerly Twitter), the algorithm tends to push some indie titles my way. When DEATHGRIP made its way to my feed, instantaneously I recognized it as a modern take on Star Wars Episode I: Racer. Everyone has that nostalgic title from their childhood, and that particular title is exactly mine. Days and days were spent on my parents’ PC that could barely run the game, and I revisited it on PS4 in the Star Wars Racer & Commando Combo. I couldn’t possibly be more excited for DEATHGRIP, so I went hands-on with the demo.
It cannot be understated how faithful DEATHGRIP is to the source material. Even with a fine-tuned aesthetic and modern sensibilities, once you hit the track, everything from the map layout to the sound design evokes the Episode I: Racer vibe down to its minuscule details – like some ships mirroring Sebulba’s and Ben Quadrinaros’. Better yet, DEATHGRIP expands on the formula without these new features feeling shoehorned in. The combat, while optional, is a seamless implementation that enhances the intensity reminiscent of the Wipeout series. I had a race won before a stray missile sent me to second place faster than a blue shell ever could.
There will certainly be an adjustment period for players first firing up DEATHGRIP, it is not an easy game by any means. Thankfully, there’s a tutorial that covers just about everything. The boost mechanic gets your acceleration into overdrive, but overuse it and your ship will catch fire and you’ll have to slow down for repairs. I do wish that the boost could breach the top speed like in Episode I: Racer as it doesn’t seem to help when you’re near it in DEATHGRIP, but you’ll have to slow down regardless for some turns. Unless you want to careen into the wall and lose precious seconds.
A few pain points are presented in DEATHGRIP that I couldn’t shake. On the first track, there’s one particular turn where a bridge support is placed exactly in the middle of the track. If you crash here, you’ll spawn in the path of a large structure that takes a second to circumnavigate, with an invincibility window that ends before you can avoid it. If you can’t figure out the drift mechanic, too, some turns are going to be a nightmare for you and you’ll be left braking hard to compensate for near-180-degree curves. Nevertheless, these are nitpicks that drop off as skill and track familiarity improve.
DEATHGRIP developers, Reclaim Interactive, have been exceptionally communicative in their rollout and previews for the title, so this remains very high up on my need-to-play list. Even though the demo only has two tracks, there’s three difficulty levels for the combat, strict time trials to learn the game with, and enough replayability to keep it installed for a few more tries. I cannot wait for DEATHGRIP to release and have a ton of faith that it will be the spiritual successor I’ve wanted for decades.
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