During Switch matches everyone begins on either a Blade or Outlaw motorcycle, but when you wreck you’re required to upgrade to one of the two vehicles from the next class. It reminds me a lot of Gun Game from Call of Duty: Black Ops, believe it or not. The fourth and final game mode is my favorite, and it’s simply called Switch. Five seconds doesn’t sound like a long time, but when each car can be canceled out by the other team and the zone will, quite often, pass through walls, mountains, and chasms that you can’t access, it’s a bit more difficult than you’d think. There’s a circular zone that’s constantly moving at the same general pace as the stampede across the track, and your team must occupy the zone for five consecutive seconds to gain the point. “Finally, Lockdown mode is the racing equivalent of king of the hill or domination match types you might find in your typical first-person shooter. Luckily, those spectacular crashes inject some serious adrenaline into every match and give me wonderful flashbacks to classic Burnout games. It’s fun and is a great way to warm up, but if it weren’t for Onrush’s exciting destruction derby-esque takedowns, it wouldn’t have much going for it. You simply rack up points for your team by keeping your boost active, engaging Rush, and chaining it all together with takedowns. Of the four game modes, Overdrive is the most basic. The Charger is also magnetically attracted to vehicles below it when dropping from ramps, resulting in crushing aerial takedowns. Then there’s the Charger, my favorite vehicle, which has a larger-than-normal Rush effect around it that makes head-on takedowns easier. For example, Blade a motorcycle that leaves behind a destructive trail of fire when you use your Rush mode, while the Outlaw motorcycle controls the same but drains the boost from enemies as you pass by when using Rush. “At the start of every match there is a diverse selection of eight different vehicles (divided into four general classes) to choose from, each with their own unique abilities. There are few things in Onrush as satisfying as running someone over, even if it’s a meaningless fodder vehicle. They’re called “fodder” vehicles and work a lot like the grunts in Titanfall, in that they’re just there to give you something to hit and to help keep the action rolling right along in the event there are no players to bash into. There are also slow-moving, AI-controlled bikes and cars with a white outline around them (as opposed to your own blue team and the opponent’s orange team) that you can run over to build up your boost for free. If you fall too far behind you’ll automatically spawn back into the center of the pack, which can be frustrated when you get blind-sided immediately after respawning, so hounding your opponents constantly is the best way to stay on top of the match’s flow.You can earn boost by taking out other cars, doing barrel rolls (or tricks and flips on bikes,) or picking up dead drivers’ tombstones and other bonuses from the level, which makes it common enough that you should rarely find yourself without any boost in the tank at all when you need it. Even if you can’t come in first place, keeping up with the violent stampede is incredibly important. When you’re flooring it the entire match the sense of speed tends to dwindle a bit, but swapping out vehicles like they’re heroes in Overwatch helps keep things exciting. In most Onrush matches, my finger was firmly pressing the acceleration at full blast the entire time, often holding boost simultaneously. There are four distinct game modes for two teams of six players to compete for extremely specific objectives – none of which have anything to do with individually coming in first place.
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