Airframe Ultra Preview
I have some history with racing games, though I’ve always gravitated more to titles with some kind of destructive twist, such as Crash Team Racing or Wipeout. There is absolutely nothing wrong with the more lifelike simulators, but being able to blow up that one guy that keeps lapping me helps keep me sane! As such, I hopped onto the neo-punk combat racing of Airframe Ultra with more than a bit of interest!
In the game, players control futuristic hoverbikes and race across the streets, construction sites, and dumps of Megacity West in a points-based high-octane competition. The contests are more brutal than your regular MotoGP, however, and are divided into two phases: the actual head-to-head driving and a no-holds-barred deathmatch after each lap. These two parts are repeated until one player receives enough points from eliminations or winning races.

Now, while these sections are ostensibly separate, they do bleed together: while speeding through the course, players can collect money, which is in turn used to purchase weapons found lying around the combat arena or strewn about the racetrack. These armaments can then be used to make opponents miserable, both inside the battle zones and outside, forming a delightfully chaotic whole.
The mechanical mount and driver have a separate health bar, meaning that a skilled player can destroy their competition’s mode of transport without hurting a hair on their head, leaving them flailing to catch up until their bike rematerialises. Thankfully, both bars can be refilled with health and repair pickups, so taking a big hit is nothing one can’t come back from.

The vehicles themselves handle well, striking the balance of being easy to control while still being hard to really master. Though the speeds they reach are not eye-watering, they are enough to make navigating the twists and turns of the urban courses a challenge. They also contrast well with the absolutely languid pace contestants manage when dismounted.
The bikes have a built-in boost for some extra speed, which uses special fuel that can be picked up on the course. However, in a touch of genius design, the player has the option to keep on boosting after the resource is spent at the cost of causing damage to their ride. I admire this feature, as it lets players take that gamble when they’re in dire straits.

My favourite part of any race, however, was the deathmatch. Commonly taking the form of a hoverbike free-for-all, these bouts take place in closed-off arenas filled with all kinds of goodies to deal pain or protect from it. These fights are fast-paced, chaotic, and surprisingly brief, making for a nice break from the racing without lowering the adrenaline one bit. Players may even find themselves in arenas where bikes are not allowed, forcing combatants to dismount for an old-fashioned throwdown in an abandoned outlet.
The weapons themselves come in multiple types, ranging from those meant for melee, like baseball bats and katanas, to long-range armaments, such as a revolver or a plasma cannon. Racers can also have a thrown weapon in addition to their singular main attack form; these take the form of grenades, throwing stars, or my favourite, a bag of bricks. The creativity put into these arms is impressive, and I kept finding new favourites in every race, even in this early build.

The same creativity can be seen in the design of the courses. Instead of feeling like a racetrack, the races feel like they’re taking part in urban areas or anywhere the contestants felt would make for a sweet ride. Players may find themselves racing through construction yards and abandoned streets one minute, but then swerve to avoid oncoming traffic the next!
Visually the game has a PlayStation era style to it, which fits incredibly well. The retro look helps give it an arcadey feel, while also keeping the design free of unnecessary clutter. Despite looking like a title from the early noughties, it is detailed and gorgeous… if you have the time to look while blazing past.

I enjoyed Airframe Ultra quite a bit more than I was expecting. The retro look paired with the break-neck speed and hairpin turns made for a very hectic experience (in a good way)! The constant switch from race to brawl also made for some interesting strategies and gameplay, where players lagging behind would take time to collect more funds or recharge their health before combat to get an edge.
I haven’t played something like this before, so I am interested to see how the game fares as it closes in on release. I could easily see this becoming a popular addition to any game night, if not a mainstay in competitive play! If you are a fan of racing games or are looking for something a little different, this is one to keep an eye on.
Airframe Ultra is being developed by Videocult and Akupara Games, with the latter also handling publishing. There is no set release date, but it is purported to be coming soon!
GameGrin are proud to have all their articles researched, written, and edited by real people that care about gaming.





COMMENTS