

Despite being in pre-Alpha, *Screamer* is developing into the sort of unconventional racing experience I seek in a genre I typically overlook.
In the realm of racing games, I generally prefer arcade-style racers that prioritize fun over realism. Unfortunately, most alternative racers tend to drift into the [kart racer genre](https://www.cgmagonline.com/review/game/mario-kart-world-nintendo-switch-2/), which I do enjoy, but now and then, you crave something different, and *Screamer* satisfies that desire with its anime-inspired characters and distinctive battle mechanics that differentiate it from the rest.
The early access version of *Screamer* features 9 playable characters and 9 race tracks or courses. The characters in *Screamer* are divided into two categories: Members and Leaders, where Members comprise the majority with 4 unique figures, while Leaders consist of 3. There doesn’t appear to be much that sets Leaders apart from Members, as each character has a unique ability in addition to the standard boost, shield, and attack mechanics incorporated in the game.
Unique abilities vary widely from a Hype meter that, when in the lead or altering your racing position, offers the player a quicker sync rate, which translates in-game to a faster meter for shields, boosts, and attacks. Other characters, like Hiroshi, have the advantage of a double boost that can be activated through a prompt following the initial boost.
Some characters, like Frederic, possess more aggressive combat-oriented abilities that enable him to deliver a powerful strike or attack, which in turn provides an additional boost to his sync gauge. If he gets knocked out, it triggers an AoE effect that can damage nearby racers.
Core abilities in *Screamer* remain consistent across all characters, yet unique modifications give them a distinct feel depending on the driver chosen, ultimately making the gameplay feel [fun and chaotic](https://www.cgmagonline.com/review/game/sonic-racing-crossworlds-ps5/), all while steering clear of conventional power-up items, which is quite refreshing.
The racing experience in *Screamer* strikes a solid balance between realism and arcade-style fun, emphasizing drag-style drifting that often requires players to maneuver both analogue sticks through tight corners. Although intended for offensive use, the strike ability in *Screamer* can also be utilized effectively to give the player a major boost, useful when in first place, as the attack leverages the car itself, meaning it can’t be sent back like in your favorite kart racer.
“The racing experience in *Screamer* strikes a solid balance between realism and arcade-style fun.”
Each vehicle feels unique. Slower, bulkier cars provide enhanced handling and greater resistance to explosions, while others function more like race cars, offering superb traction and elevated top speeds. These faster vehicles help maintain a lead but make players more susceptible to rear attacks.
A neat feature in *Screamer* is the [Evangelion](https://www.cgmagonline.com/tag/neon-genesis-evangelion/)-themed hexagonal graphic that appears on-screen when a car behind the player executes a strike move. The anime-inspired design also extends to the racers themselves, who each possess unique and vibrant personalities, even though they are represented only as static PNG images without voice acting.
The stages in *Screamer* so far feel notably varied, although the urban tracks, such as the San Francisco-inspired nighttime bridge and the futuristic city, seem to stand out more at this stage. Other, more natural settings, like the wooded areas, come off as fairly plain by comparison, but for a Pre-Alpha build, it fulfills its purpose. Visually, *Screamer* showcases [cel-shaded](https://en.wikipedia.org/wiki/Cel_shading) vehicles layered over traditionally textured environments, which effectively captures the anime aesthetic the game aims for. If you’re of a certain age, you might recall the [racing game](https://www.cgmagonline.com/review/hardware/turtle-beach-velocityone-f-rx-wheel/), *Auto Modellista*, which evokes memories of the cars seen in *Screamer*.
“Visually, *Screamer* showcases cel-shaded vehicles layered over traditionally textured environments, which effectively captures the anime aesthetic the game aims for.”
Upbeat and techno tracks contribute to *Screamer’s* character, ultimately conveying an early 2000s nostalgia, in the best sense. With *Screamer* set to launch sometime next year, I eagerly anticipate diving into it.
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