If you're weary of modern racing titles that are overstuffed or overcomplicated, Tokyo Xtreme Racer serves as a great reminder of simpler times.
It feels like a relic of a bygone era, and we mean that as a compliment; Tokyo Xtreme Racer emanates old school energy to such a degree, you'll wonder if developer Genki was frozen in time in 2007 and only recently thawed out.
This is an arcade racer that takes place entirely on Japan's Shuto Expressway, always at night. Once you have your first vehicle, you can hit the highway and cruise around in search of rivals; flash your headlights to initiate a duel.
Unlike most racing games, you win by staying ahead of your opponent to deplete their health meter, so to speak.
Driving is very responsive and easy to pick up, though you will need to apply the brakes for corners or master drifting, which can feel difficult to judge.
It's an intense, fast racer; you'll reach high speeds on the many straights of the expressway, dodging traffic and barriers in your fight to stay in front. It somehow feels grounded and heightened at the same time.
You spend pretty much the whole game moving from the streets to your garage, where you're able to tune and customise your vehicles, purchase new ones, unlock perks, and upgrade stats. It's a very simple structure, but refreshingly so; you steadily unlock better cars and take on tougher drivers until you become a legend of the circuit.
That being said, it's a big ol' grind. Especially at first, it can take a long time to build up money and make meaningful progress. This becomes less of a problem once you're earning more for each win and have many of the perks unlocked, but getting there may take a little while.
Contributing to this slow burn is a lot of dialogue that, frankly, doesn't bring much to the experience beyond adding to that cheesy PS2-era flavour we love.
The grind's not really an issue if you're into it, but the game can feel a bit repetitive. You're racing through the same roads every time with no change in scenery; you do unlock new routes, but it all blurs together.
In the moment, though, the racing is exciting and energetic, and the whole game feels quite swish thanks to smooth presentation that's very reminiscent of Gran Turismo in certain respects.
There's so much to like about Tokyo Xtreme Racer, and while it has its flaws and certainly isn't for everyone, it stands out thanks to its brazenly old school and pleasingly straightforward approach.





Comments 37
"Big PS2 energy"
Ahhhh, making me feel nostalgic.
I guess it's almost as nostalgic as Old School Rally. It's lovely to see indies that breathe life into retro design.
Is it as good as the dreamcast game? Any secret bosses?
This sounds like my jam, love PS2 era racing games.
Not old school enough for me personally, still waiting for a non open world arcade racer (though I quite like the health bar idea).
Burnout 3/4 > Burnout paradise
SSX Tricky > SSX 3
In my opinion of course.
Not for everyone, but absolutely for me. Takes me right back to playing on the Dreamcast, I really enjoy this series and it's exactly how I'd want the game to be on PS5.
This is what two decades of open-world design has done to players. An entire generation has been conditioned to believe that 'racing the same roads with no change in scenery' is a bad thing. Repetition carries a negative connotation in this genre.
Y'all, this is what racing games WERE until every racing dev under the sun caught the open-world bug. Closed-circuit racing is real racing as far as I'm concerned. That's how you learn tracks and improve your times thus improving your skills.
'Drive anywhere' has little appeal to those of us that just want to jump into the next event whether it's a race, time trial, etc. To those of us who cut our teeth on PS2/Xbox/GCN-era and older racers, using a new car on an old track is basically a new game. Each new car handling differently is what keeps the experience fresh. It's the equivalent of learning a different character in a fighting game.
TL;DR Closed-circuit racing > open-world driving
@Llamageddon
This is as oldschool as you can get!
@Quintumply does it support steering wheels?
@Wakkawipeout I agree with you. I love forza horizon 5 but I really prefer racing games like dirt 2.0,EA wrc,GT7 and I'm trying to get to grips with project motor racing but that still needs a bit of work and it's bloody difficult which is good.
@Wakkawipeout My only argument with that is when the open world racing allows multiple choices of routes, each with their own tradeoffs, it can be superior to a single track with no alternate paths. It's what I loved about Motorstorm (not open world titles, but different than many racing games), and some Burnout Paradise races.
Otherwise, your points are well taken. The same track/route with different vehicles that feel different can really change how you approach them. That does require significant differences in vehicles beyond just a new skin on the same handling, which not all games did a great job of.
I’ve put about five hours into this and have to say it’s fantastic. A lot of fun. They managed to make a racing/fighting/JRPG/arcade game work. For £40 you really can’t go wrong. Would definitely recommend.
There's something wrong with my copy, when I put it in the PS5 it starts to make loud erratic noises.
But seriously a seven sounds fair, I'll be picking up a copy. I just checked the manual (PS2 days) and it has a trailer for the Original Fast and Furious as an extra. There's also a documentary called Night Warriors. It's a ten minute video and someone under the name Video Game Trailers and Bonus Videos uploaded it to Youtube.
Played this for hours last night and had a blast. It may be “old school” but as someone who has never played the series, the battle system is fresh for me and I’m loving it
@RobN I agree with you on the multiple paths thing. It's fun when a game offers it. But most of what I see open-world games do is once you begin a race, it's just a defined track with no alternative routes.
Like what is the point of the open world if it doesn't show up during events? It's more time spent just getting from one event to the next when it could've been a simple menu
While it could offer more I mean what they do offer is the appeal.
Thing is what is NEW School? Being empty? Being having low amount of playlists in NFS Unbound?
Being a boring esports title? Fewer modes/events? Caring more about locations being empty and having as many licensed cars? Wow such an upgrade. XD
They could offer some traffic lights or particular lanes (in/out of single/double lines, etc road layouts, like the lines are a bad thing if touched, I mean even a train racing game & different rail routes, maybe a train/tram mode) or other type modes/rules for conditions of events with opponents but I doubt that will ever happen.
I mean I'm just thinking out of the box but still within the space of it is city streets so how do you go about modes and particular rules for them when dealing with racing others.
I literally came up with those ideas just now/narrowed in on what an express way has, they are completely unique to that, the devs probably don't even think that far out of the box to add rules/constraints to games like this anymore. Sigh.
Too much about the location or the 'vibes' or what the original did and can't think up anything decent to the constraints they have set or my ideas would be too awkward or 'gamey' which I mean, sure who cares reality is boring you can use characters/locations 'however you want' but apparently not in no imagination world we live in it seems with 'creatives' or customers.
Do you make deals whether socially/for business and get parts or reputation or other things, do you like drift sub series go to a gymkhana or other things?
TXR has always been unique with it's way of doing things, the maps may not be much but the goal and angle of it is still unique and fits the street culture angle for sure.
But what do people want? More content sure but what do they want when this series is already unique. It is repetitive sure but I mean they don't over do it for a reason, they could lead it other directions while being consistent it's just if they are up to it really
More parts of the city sure?
Do they want other things that other games have? Whether of AI or opponents, or parts, cars, city and non city or event types or car customisation or whatever?
Other locations that offer enough per city streets, like Project Gotham Racing, if so I'd be up for that, but again even it had a car dealership to walk around and garage and good 'variety of events' even in the restrictive but fun PGR then the open ended PGR3, that I still had fun with but found too supercar/sports car bland and the restrictions PGR2 had as well as other content was more exciting. In ways the Forza Motorsport 6 did wrong.
@Wakkawipeout Burnout Paradise did and while i respect it for that the AI was particular and to me going other paths was a nice option but most times it was because I got lost trying to get from Point A to B anyway and didn't always help just felt like it was open ended and you 'can' sometimes have an edge.
Won't deny the predetermined routes in an open world can be a bit weird. It also can sometimes feel like not just to oversimplify but to still have that 'circuit or others type feel to it' but that's what I think games that do commit to it like Gear Club Unlimited does, it may have highways and things but it isn't an open world it's whatever they made for the game and just cut points on purpose.
Then again they could have more MODES/EVENTS and actually work around that, some that are more cut off routes, others that are more open ended, others with other rules with trees, traffic lights, street lanes (what I just came up with for Tokyo Extreme Racer to add more events and bets or whatever with street racers, it is the express ways, so what limits are on there to come up with ideas for, those things and wrap rules on them), hills, routes through (inside not just around the outside of) buildings (Burnout Paradise did there) if they wanted and more, or other objects in set routes with some gates or cones or other objects to curate things, but they don't they just offer static worlds and say look at the locations we have' and do nothing exciting with them.
They could curate some routes with barriers or fences or construction or markets or other things, even rally games do this in the city stages. None of this can be that hard to come up with then just 'make the same generic modes/events', offer the cars, focus on the location and make another generic racing game to put on shelves and start of the next noteworthy location to repeat the process.
A limited fuel challenge being more then a thing in Gran Turismo circuits and to offer for Point A to B and fuel stations or whatever else in these open worlds, make it work with multiple routes or cut off ones (built up to the multiple path ones for more challenge later). I mean it can't take people that much time to come up with that idea, fit the constraints of the game/game worlds or what 'cars' can be used for. But apparently it does with how boring and repetitive I find most of these generic open worlds games.
Or a Project Gotham Racing, already recreated cities and whatever streets they want to cut off.
Part 2: for my first comment about events/modes TXR 2026 can add:
Gravel, Grid, Onrush, Wreckfest and many others all sort of are 'good enough' but are still lacking.
I mean I can want more events and devs to get their heads out of their butt yet we get race, drift, time trial, elimination, derby if it's something like Wreckfest (also other vehicles for 'visual variety' but they still are just a race, so who cares, no objects to hit/break, no rust spreading, no other creative weird angles for things at all just bland realism and limited ideas) and that's it and have for 2 console generations now and 9th gen has cut back the bowling and other things in say Forza, where is car soccer? Where is other weird modes like GT Club?
Where is using objects and points systems for interesting mode types? It's just gone.
GT still has the fuel limiting one, I think still 1 lap magic.
Everything is just locations/what car licenses. So what's new school lacking or 'exciting'?
I don't see it.
Old School sure, and this game is trying to fit with what it did in the past and I think that's a good thing it was already unique and still is.
I'd like more too and I do think the Drift sub series was better but I still think this release is still good enough.
@Wakkawipeout That's why Burnout Paradise is still my favorite open world racing game. Several of the race events were variations of "You start here. Get to this other point on the map first. Go." - and you could choose any route, even going the wrong way (you'd lose if you did that, but you COULD).
Often there was a clear choice, where one route was THE way to go - but sometimes there were multiple reasonable routes. Some were shorter but had more traffic, others might be faster but required you to hit certain jumps to get in or out of them, others were true toss-ups between two parallel streets.
Throw in the game modes that weren't pure racing - marked man, specifically, a version of tag where knowing the map and ways to get in and out of harder-to-reach places helped - and open world games CAN be a ton of fun.
But most open world games don't really nail that as well as BP did. Cart racers are more likely to have the multiple path thing over more traditional racing games, too.
I'd rather have a Motostorm collection remake for the PS5 (heck, if I'm wishing, throw in PSVR2). Until then, I'll probably give this one a shot.
I love Gran Turismo but I promise you, I will play this more than that solely because of the better focus on single player. Never played Tokyo Extreme Racer but I did play Midnight Club and games like that and boy do I miss ‘em. Will be buying this as soon as I can!
This is a very short and mediocre review imo. No mention of how many tracks the game has, or whether it supports racing wheels? 🤷🏻♂️
Those are kinda important items to cover off in a track based racing game.
What do you mean by drifting is unreliable is the controls bad i would like to pick this up but i am unsure.
This was very much on my radar, but the last two cons means it's a no-go for now.
@GirlVersusGame You appear to have the "Peak Gaming - Didn't Know How Damn Good We Had It" Edition.
Repetitive map and events? It's Tokyo Xtreme Racer! It's always been all about racing duels on Japanese freeways. What were they expecting?
Also, I don't have an issue with the drifting and it's a relatively minor part of this game.
And Grindy? It simply expects you to build up a car and focus on it for a while until you can move up to something faster. That is what these games have always been about, every game doesn't need to be Forza.
Love racing, but I really dont want to sit through a bunch of story BS.
@SuntannedDuck2 I usually scroll from the bottom up, and I always know when it is you commenting. Know how?
I don't suppose you guys have DD wheels for reviewing? I'd much like to know how the force feedback is.
@Northern_munkey I can't find any information about PS5 specifically, but it seems the game does support some wheels on PC so I imagine that'll also be true of the PS5 version.
Apparently, PC version supports:
Logitech G923
Logitech G29
Logitech PRO
Thrustmaster T300RS
@Quintumply cheers for the reply bud 👍
Good game. I bought it on steam when it released. It should be 30 dollars tho dont think it's worth 50. I'll wait to buy the ps5 version when it goes on sale
2007 is old? you are making my 44 year old knees ache stop it!
@MysticWangForce 44? What I'd give to be 44 again...
@LikelySatan big comments XD
Yeah it is easy to tell. Can't help it too much to say or ideas good or bad coming out. XD
@Wakkawipeout I don't think you've seen the actual game. The entire game tales place on a single road that just loops in a big circle woth no shortcuts or anything. You're just driving in a mostly straight line trying to avoid traffic. It's not like Mario Kart in terms of having small closed off circuits.
How is the music? Something caused me to reminisce about the Dreamcast game I used to dip into even though I'm not too into racers
Is this a live service game? Heavy on the microtransactions? Grinding is mentioned, but thats often circumvented by throwing a lot of money at it.
Information on those aspects would be greatly appreciated in these articles.
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