Showing posts with label racing games. Show all posts
Showing posts with label racing games. Show all posts

22 Oct 2026

REVIEW: BeamNG.drive (2026 Video Game) - on PS5


Review by Jon Donnis

BeamNG.drive is finally available on consoles, and after years of watching PC players enjoy this remarkably detailed driving simulator, I was delighted to get behind the wheel on PS5. It has been well worth the wait, although this is not a game without its frustrations. The physics are exceptional, the freedom to experiment is addictive, and the sheer variety of things to do makes it easy to lose hours without noticing. Unfortunately, awkward controls, a confusing interface and some technical limitations prevent it from reaching its full potential.


What makes BeamNG.drive different from most driving games is its approach to vehicle physics. Rather than treating cars as objects that simply move around a track, it simulates how their individual components react to the road, collisions and changes in weight and momentum. The result is a driving experience that feels remarkably convincing, whether you are negotiating a difficult corner or watching your car fold around a tree after misjudging a turn.

The damage modelling is easily one of the game's greatest strengths. Vehicles crumple, panels buckle and components can break in ways that reflect the severity of an impact. A collision is more than a brief animation followed by a return to the track. Damage can affect how your vehicle drives, turning a minor mistake into a much bigger problem if you are unlucky.


I found myself repeatedly testing the limits of the physics, sometimes deliberately and sometimes through simple misjudgement. There is an undeniable satisfaction in seeing how your vehicle crumples after a crash, although some frustration if you were in the middle of a challenge and are only a few hundred metres from the finish line, and you car will no longer drive straight. The destruction is impressive, but it is the underlying simulation that keeps things interesting.

Thankfully, BeamNG.drive is about much more than crashing cars. The handling is convincing, and different vehicles have distinct characteristics that make them enjoyable to drive for different reasons. A small hatchback behaves very differently from a powerful sports car or a heavy truck, and learning how each responds is part of the appeal.


Drifting and handbrake turns are particularly enjoyable once you become comfortable with the handling. You need to pay attention to your speed, steering and throttle rather than relying on the forgiving physics found in many arcade racers. Off-road driving is equally rewarding. Rally routes, rocky trails and uneven terrain provide a genuine test of your vehicle's suspension and traction, making it satisfying when you finally manage to negotiate a difficult section without getting stuck or damaging your car.

Vehicle customisation adds another welcome layer of depth. There are dozens of vehicles to choose from, with options to modify components such as engines, wheels and suspension. These changes can influence how a vehicle behaves, encouraging you to experiment rather than simply choosing the fastest car available. I particularly enjoyed the freedom to try different setups and see how they performed in situations where the original configuration might struggle.


There is no shortage of places to test your creations, either. The game features more than a dozen open-world environments, ranging from desert landscapes and urban streets to highways and tropical routes. The desert areas are especially attractive, with expansive scenery and sunset lighting that create some memorable views. The graphics are not among the most impressive on PS5, but the environments provide plenty of space to explore, and the vehicle simulation is far more important to the experience than visual spectacle.

Free Roam is where I spent much of my time. You can select a vehicle, choose your destination and drive without worrying about completing a particular objective. It is a relaxing way to explore the maps, but it also encourages experimentation. Environmental conditions and physics settings can be adjusted, allowing you to introduce unusual challenges or simply see what happens when the rules of ordinary driving no longer apply.


That freedom is a major part of BeamNG.drive's appeal, although it will not suit everyone. The game often leaves you to decide what you want to do next, and I enjoyed having the freedom to create my own entertainment. However, players who prefer a clear progression system and a steady stream of objectives may find the experience aimless at times. There is always something to try, but you need to be willing to find it yourself.

For those who want more structure, Scenarios and Time Trials provide a welcome change of pace. Delivery missions and police pursuits introduce specific challenges, while Time Trials allow you to practise a route and improve your best times. These activities make good use of the physics engine, although they are not always as compelling as the open-world sandbox.


Career mode adds further missions and activities, but it is one of the less convincing aspects of the game. The missions can feel disconnected, and the overall progression lacks the cohesion needed to keep everything moving towards a meaningful goal. The insurance and vehicle ownership systems can also be frustrating in a game built around experimentation and destruction. Having to worry about the consequences of a crash sometimes feels at odds with the freedom that makes BeamNG.drive so enjoyable in the first place.

The biggest problem with the PS5 version, however, is its control scheme. BeamNG.drive has a great many functions, and the DualSense controller does not have enough buttons to accommodate them all comfortably. Too many actions rely on button combinations, which can be difficult to remember and awkward to use while driving. I often found that interacting with the game required more effort than it should, particularly when trying to adjust settings or access features quickly. I feel like I need to buy a gaming steering wheel to truly appreciate this game.


The interface compounds the problem. Menus and submenus can be confusing, text is sometimes too small, and unclear icons make certain options difficult to identify. Even basic adjustments can take longer than necessary. It is an irritating distraction in a game that otherwise encourages you to experiment freely, and the console version would benefit enormously from a more intuitive layout and controls designed specifically for the DualSense.

The lack of mod support is another disappointment. The PC version benefits from community-created vehicles, maps and other additions, giving players more ways to expand the experience. PS5 owners do not have the same flexibility, which limits the possibilities for those who want to keep discovering new content. There is already plenty to enjoy, but the absence of mods is noticeable when customisation and experimentation are such important parts of the game.


Performance is generally smooth during ordinary driving, although it can suffer when several AI vehicles are on screen or a scenario places greater demands on the simulation. Frame rate drops are disappointing during these moments, particularly when multiple vehicles interacting with one another can produce some of the game's most interesting situations. The visuals are also relatively modest compared with other modern PS5 releases, although the convincing damage modelling and realistic engine sounds help maintain immersion.

Despite these shortcomings, BeamNG.drive is a remarkable achievement on console. It brings a complex vehicle simulation to PS5 and retains much of what makes the experience so appealing on PC. The controls and interface need attention, Career mode could be more engaging, and the lack of mods limits its long-term potential. Yet the quality of the physics and the freedom to experiment make it difficult to put down.


I am delighted that BeamNG.drive has finally arrived on consoles. It offers something genuinely different from the usual racing games, and its combination of realistic handling, detailed damage and open-ended gameplay gives it an identity of its own. I can spend an evening trying to master an off-road route, testing a modified vehicle or simply exploring, then finish by creating an absurd crash just to see what happens.

There is still room for improvement, but the foundations are excellent. If the PS5 version receives continued updates and improvements, it has the potential to become an even more substantial experience. Even as it stands, I expect to return to it for years to come, not because it constantly gives me something to unlock, but because there is always another idea worth trying.

BeamNG.drive is not the most accessible driving game, nor is it the most polished. But for anyone who enjoys cars, realistic physics and the freedom to make their own fun, it is an exceptional simulator that offers something few competitors can match.

I score BeamNG.drive a solid 9 out of 10.

Out Now on PS5

9 Oct 2026

REVIEW: NASCAR 26! (2026 Video Game) - On PlayStation 5


Review by Jon Donnis

NASCAR 26! does not completely reinvent the series, but it makes some worthwhile improvements to the driving, presentation and overall racing experience. After spending time with it on PS5, I am really enjoying what it has to offer. There are still a few problems that need attention, but when the racing comes together, this is a very enjoyable NASCAR game.

The driving physics and handling are a major strength. The cars feel responsive while retaining a convincing sense of weight and grip, making the racing feel more authentic. The new tyre and braking model also add to that feeling, giving the cars a more believable response as you push them around each track.


The new dynamic track technology is another particularly good addition. Track conditions and grip can change over the course of a race weekend, which means you cannot always rely on the surface behaving in exactly the same way. It adds another consideration to races and makes adapting to the changing conditions part of the experience.

The AI is also capable of providing some strong competition. Races feel less predictable, with the field behaving in a more natural way rather than simply following identical lines. That makes a difference during longer races, where the changing conditions and behaviour of the other cars can keep things interesting.


Visually, NASCAR 26! is an improvement over NASCAR 25. The cars and tracks look better, while the improved skies, lighting and cloud effects give the game a more convincing presentation. The new particle system also adds more smoke, debris and other effects to the action.

It is not completely polished, though. There are still some graphical glitches, including occasional problems with shadows and trackside details. Some races can also suffer from performance issues when there is a lot happening on screen. These problems do not ruin the experience, but they stand out more because the rest of the game can look so good.


Career Mode is less impressive. It has been expanded with weekly strategic decisions, Facility Upgrades and performance coaching from NASCAR greats Steve Letarte and Jamie McMurray, but it still feels fairly familiar. The additions are welcome, although they do not make the career experience feel as deep or engaging as I would have liked.

That sense of familiarity is probably the biggest criticism I have of NASCAR 26!. While there are plenty of additions and improvements, much of the game still feels like an evolution of NASCAR 25 rather than a major new chapter for the series. For some players that will not be a problem, particularly given how much has been improved on track, but it does limit the impact of the sequel.


The Chase is a useful new standalone mode, allowing you to fight for a championship over the final ten races of a season with a customisable field. Peak Performance is another sensible addition, giving players a dedicated way to work on their abilities across the different tracks.

There is also plenty of content outside those additions. The game covers the NASCAR Cup Series, NASCAR O'Reilly Auto Parts Series, NASCAR Craftsman Truck Series and ARCA Menards Series, while new tracks include the Qualcomm Circuit at Naval Base Coronado, Chicagoland and St. Petersburg. There is also a new spotter, Freddie Kraft, the new Ram truck, burnout celebrations, an enhanced paint kit, a trophy room and fully customisable driver ratings for 2026.


Cross-platform multiplayer is another welcome addition on PS5, allowing you to race against players on other platforms. Unfortunately, the online experience can also be frustrating. There are limited systems for dealing with poor or deliberately aggressive driving, so a clean race can quickly be ruined by somebody else.

Despite those issues, the actual racing is where NASCAR 26! succeeds. The improved handling, changing track conditions, competitive AI and better presentation combine to create races that are enjoyable to drive and capable of keeping you on your toes.


It will need some updates and patches to address the graphical and performance problems, and I would have liked Career Mode to offer more meaningful progression. It is also difficult to ignore how familiar much of the overall experience feels after NASCAR 25.

Even so, I am having a lot of fun with NASCAR 26!. It looks good, it drives well and the new features improve the racing without getting in the way of what makes NASCAR enjoyable.

For me, NASCAR 26! is easily the best NASCAR game yet released, which is exactly what it should be.

I score NASCAR 26! A solid 8 out of 10.


2 Oct 2026

REVIEW: MXGP 26 - The Official Game (2026 Video Game) - on PlayStation 5


Review by Jon Donnis

MXGP 26 - The Official Game has some genuinely strong ideas, but it also feels like a game that was pushed towards release before it was ready. The move to Unreal Engine 5, dynamic track deformation and revised physics all improve the core racing experience, yet the lack of a proper career mode and several technical shortcomings leave the overall package feeling underdeveloped.


Dynamic track deformation is easily one of the game's best additions. As bikes repeatedly pass over the surface, ruts develop and new lines appear, meaning the track changes throughout a race. This has a tangible effect on the racing, forcing you to adapt rather than simply follow the same lines lap after lap. It adds a welcome sense of unpredictability and makes longer races more interesting.

The Unreal Engine 5 upgrade also makes a noticeable difference. Tracks have greater detail, lighting is improved and the environments look more convincing. Rider animations are smoother, while the overall presentation does a better job of capturing the look and feel of modern motocross.


The revised physics give the bikes a convincing sense of weight, although the handling can take time to master. Once you understand how the bikes respond and become comfortable working with the physics, there is plenty of satisfaction in carrying momentum through corners and handling jumps cleanly. The demanding nature of the controls will not suit everyone, but it gives experienced players something to get to grips with.

Unfortunately, the game does little to teach you how to reach that point. The tutorial content is limited, with advanced techniques such as whips and scrubs receiving very little explanation. Players are often left to experiment and figure out the mechanics themselves, which makes an already demanding handling model unnecessarily difficult to learn.


There are also moments when the physics do not feel entirely consistent. Mid-air corrections can sometimes behave unpredictably, while making precise adjustments through corners is not always as responsive as expected. These issues do not ruin every race, but they can undermine the sense of control the game is trying to create.

The AI is similarly inconsistent. Opponents can behave unpredictably and do not always appear to cope well with the changing track surfaces. Updates are being released to address these problems, but issues of this nature should have been properly resolved before launch.


The official 2026 championship content is well represented. The licensed riders, bikes and teams provide plenty of authenticity, while all 19 official tracks are included across the MXGP and MX2 categories. Compound, Time Trial, Quick Race, Championship and Online Multiplayer provide a reasonable selection of ways to race, with Championship mode offering the closest thing to a traditional season.

That brings us to the game's biggest omission. There is no proper career mode, meaning there is no progression from MX2 into MXGP, no team management and no opportunity to develop your bike over time. For a licensed motocross game built around an entire championship season, this significantly limits the sense of long-term progression.


Once the novelty of the new tracks and deformation system starts to wear off, there is less here to keep players invested than there should be. The individual races can be enjoyable, but the wider structure does not provide enough of a journey around them.

MXGP 26 therefore ends up feeling like a collection of promising improvements that have not been given enough time to develop into a complete package. The dynamic terrain is excellent, the Unreal Engine 5 visuals are a clear step forward and the racing can be rewarding once the handling clicks. However, the weak tutorials, inconsistent AI, occasional physics problems and lack of a proper career mode all hold it back.


The impression is that MXGP 26 was rushed towards release so it could carry the 2026 name before the year was over. Another six months of development could have given the game the refinement and additional depth it needs.

There is a potentially fun game here, but too many shortcomings get in the way.

I score MXGP 26 - The Official Game a disappointing 6 out of 10

Out Now


2 May 2026

REVIEW: Hyper Cars Ramp Crash (2026 Video Game) - on Playstation 5


Review by Jon Donnis

Hyper Cars Ramp Crash arrives on PlayStation 5 with big promises of high speed spectacle and crushing, so called physics driven chaos. It throws you straight into a world of ramps, collapsing obstacles and exaggerated destruction, where every jump is meant to feel dangerous and every landing unpredictable. On paper, it sounds like a gleeful mix of arcade racing and stunt driven mayhem. In practice, the results are far more uneven.

There is some enjoyment to be found, though it tends to surface in short bursts rather than sustained sessions. The freestyle mode stands out as the clearest example of what the game does right. Dropping players into a wide open arena, it encourages experimentation, whether that means scaling oversized structures or simply smashing through objects for the sake of it. There is a simple, almost toy like appeal in knocking over giant blocks or nudging an oversized football towards a goal. It feels loose, occasionally satisfying, and crucially, it gives the player room to create their own moments. The push to complete levels and tick off achievements also provides a basic sense of progression, even if it never becomes especially compelling.


Visually, the game does just enough to pass muster without ever impressing. The cars themselves are serviceable, and the environments, ranging from roads to forests and deserts, offer some variation. That said, nothing here really takes advantage of the PlayStation 5 in a meaningful way. It looks like something that belongs elsewhere, and that impression becomes harder to ignore the longer you spend with it.

The problems begin to stack up once you move beyond that initial novelty. The game carries all the hallmarks of a mobile title that has been moved onto a far bigger stage without the necessary upgrades. What might feel acceptable on a phone in short sessions quickly becomes thin and repetitive on a console. Some levels feel hastily put together, lacking any real sense of design or progression. They exist more as obstacles than as carefully constructed challenges.

The much advertised destruction physics also fail to convince. While cars do crumple and twist on impact, the behaviour often feels erratic rather than realistic. Minor inputs can send your vehicle spinning wildly, as if the game is guessing rather than calculating. It undermines any sense of control and makes the experience feel inconsistent. Instead of rewarding skill, it often feels like you are at the mercy of unpredictable reactions.


Sound design does little to help matters. The engine noise quickly becomes grating, looping in a way that draws attention to itself for all the wrong reasons. Combined with fairly flat effects elsewhere, it creates an audio backdrop that wears thin far too quickly.

There is also a broader question hanging over the release itself. On a platform that hosts some of the most polished racing experiences available, Hyper Cars Ramp Crash struggles to justify its place. It does not push the genre forward, nor does it offer a distinctive twist strong enough to stand apart. Instead, it feels like a scaled up version of something better suited to quick, disposable play.

In the end, Hyper Cars Ramp Crash is defined by that mismatch. There is a flicker of fun in its sandbox moments, and a basic hook in chasing completion, but it never grows into something that feels at home on PlayStation 5. It is a reminder that scale alone does not elevate a game, and that what works on one platform does not always translate to another.

Hyper Cars Ramp Crash earns a 3 out of 10.


7 Feb 2026

REVIEW: MAVRIX by Matt Jones (2026 Video Game) - Early Access on Xbox

MAVRIX by Matt Jones

Review by Jon Donnis

Mountain biking games rarely get the space to breathe, but MAVRIX by Matt Jones goes big straight away. This is not a tight circuit racer or a handful of curated trails. It throws you into a sprawling 100 square kilometre playground and simply says go. Downhill tracks, slopestyle lines, bike parks and open stretches of wilderness all sit side by side, inviting you to carve your own routes instead of following a prescribed path. It feels loose, free and refreshingly confident.

At its heart, MAVRIX is a mix of racer, trick sandbox and social space. One minute you are blasting down a timed downhill run chasing a leaderboard spot, the next you are stitching together your own line over jumps and berms just to see what works. Then a mate drops in and suddenly you are riding together, hunting hidden challenges or trying to sync huge sends for the laugh of it. That sense of shared play gives the world a bit of life. It never feels like a sterile menu driven experience.


The physics system is easily the headline act. Dual stick controls split braking and body movement in a way that takes a little learning, but once it clicks, it feels great. You feather the brakes, shift your weight, and manage the suspension with a surprising level of intention. Landings have heft. Drifts feel earned. Even a simple bunny hop has a bit of character. The recent console updates help too, with the bike and rider feeling more grounded thanks to suspension tuning and improved turning physics. Being able to move the rider's body to tighten a corner adds just enough finesse to separate good runs from great ones.

Tricks and the new Slopestyle mode are another strong addition. Three fresh slopestyle courses join the existing jump trails, and the fact that those older trails can now host competitions makes the whole map feel more useful. Instead of isolated arenas, everything connects. You start looking at the landscape differently, spotting transfers and creative lines that were not obvious before. It leans into the playful side of mountain biking, which suits the game well.


There is a pleasing layer of authenticity running through the rest of it. Real world brands let you tweak frames, components and clothing, and the sponsorship system, including the new Red Bull deal, pushes you to grind for contracts like a pro rider would. Add global rankings and competitions with genuine prizes and you have a clear reason to keep pushing for cleaner, faster runs. It is not just messing about in the dirt. There is a bit of purpose behind it all.

Visually and sonically, it does the job nicely. The landscapes are broad and inviting, the parks look the part, and the sound of tyres on dirt and suspension chatter sells the speed. More importantly, it is simply fun. That is the thing that kept pulling me back in. Even after a messy crash or a failed trick line, you just want one more run.


Still, this is early access, and it shows. Bugs crop up, rough edges remain, and there are moments where systems feel unfinished. You can sense that the foundation is strong but the house is not fully built yet. It also wobbles a bit between simulation and arcade. For something marketed as serious and authentic, it sometimes drifts into slightly exaggerated, gamey behaviour. Personally, I did not mind the lighter touch, but hardcore riders looking for a strict sim might raise an eyebrow.

Having played the early access version on PC before this console release, the improvements are obvious. It feels smoother, more considered and generally better put together. The steady updates and clear signs that the developers are listening to players give it a lot of goodwill. You get the sense this is a project that will keep evolving rather than sitting still.


Right now, MAVRIX by Matt Jones is not perfect, but it is promising and already genuinely enjoyable. With its huge world, flexible riding, strong physics and regular updates, it has every chance to cement itself as the go to game for this niche. A bit more polish and it could be something special.

I score MAVRIX by Matt Jones a solid 7.5 out of 10. I look forward to seeing what they have planned next.

Out Now on Xbox