

Oddly, it feels less like a racing game at times and more like Harmonix’s track-shifting music games (take your pick: Frequency, Amplitude, Rock Band Unplugged or Rock Band Blitz). The gimmick, then, is that in order to successfully play Drive!Drive!Drive! you have to keep switching between the tracks and controlling each of your cars for short periods of time. However, it also means your other AI-controlled cars are thicker than an elephant’s knob and as such usually can’t be trusted to take care of racing on the other tracks by themselves. Firstly, while you’re playing on your track it’s relatively easy (at least on Normal difficulty) to fight your way through to the front of the pack and get a lead. Play the game’s Training mode and the very first thing it tells you is: “Everybody is stupid apart from you.” While you’re controlling one of your cars on one track, the AI is controlling your other cars on the other tracks. You see, each of the game’s courses actually consist of multiple tracks stacked on top of each other. You’re racing up to four cars, on up to four tracks. The twist in Drive!Drive!Drive! is that you aren’t just racing a car on a track. The likes of Radial G, Distance, Redout, Drift Stage and Jet Car Stunts all have relatively similar looks, with deliberately low-poly cars racing along minimalist tracks with an emphasis on speed. On the other hand, if a game’s built around a new gimmick and it falls on its arse, you’re left with a disaster and the realisation that maybe there’s a reason nobody else had tried it before.ĭrive!Drive!Drive! is very much a game with a gimmick, and thankfully it’s one that works for the most part.Īt first glance it looks like the sort of futuristic racing game we’ve been starting to see a lot from indie developers recently.


If it works well the result is a truly original game that not only brings something different to the table but could potentially inspire others to follow suit and build on it. Creating a game with a unique gimmick can be a dangerous thing to do.
