

“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.
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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.
