{"id":5918,"date":"2026-03-22T23:16:05","date_gmt":"2026-03-22T23:16:05","guid":{"rendered":"https:\/\/beteja.com\/index.php\/2026\/03\/22\/rps-verdict-anime-racer-screamer-slides-sideways-into-success-with-its-colourful-characterful-driving\/"},"modified":"2026-03-22T23:16:05","modified_gmt":"2026-03-22T23:16:05","slug":"rps-verdict-anime-racer-screamer-slides-sideways-into-success-with-its-colourful-characterful-driving","status":"publish","type":"post","link":"https:\/\/beteja.com\/index.php\/2026\/03\/22\/rps-verdict-anime-racer-screamer-slides-sideways-into-success-with-its-colourful-characterful-driving\/","title":{"rendered":"RPS Verdict: Anime racer Screamer slides sideways into success with its colourful, characterful driving"},"content":{"rendered":"<p><\/p>\n<p><em>Ed (RPS in peace) has, finally, posthumously, got his wish: another Screamer. This one\u2019s gone all cyberpunk and\/or anime-styled, with a heavy focus on story \u2013 it follows multiple, multinational merc-drivers entering a lightly murderous racing tournament \u2013 but can it still deliver on drifty driving thrills? After much practice, Mark and James both avoided clattering into the track barriers long enough to find out.<\/em><\/p>\n<p><strong>James:<\/strong> Mark, I might need to lean on you for accurate automotive lingo here \u2013 my notes on Screamer\u2019s car handling are hastily scribbled nonsense like &#8220;scampery&#8221; and &#8220;easy to get the arse out.&#8221; I can advocate later for the practice of always going near-perpendicular through every slight bend, but as our resident expert, how do you find Screamer as a straight-up racing game?<\/p>\n<p><strong>Mark: <\/strong>At first, I was fairly convinced that Screamer\u2019s controls and I weren\u2019t going to get on. The crux of my issue was how the ability to drift is tied to flicking out the controller&#8217;s right stick in corners, independently of the steering you\u2019re doing with the left stick, or how much throttle\/brake you\u2019re applying at any given time. As a result, the sliding that\u2019s key to getting around Screamer\u2019s twisty tracks quickly feels detached from the typical driving inputs every racing game has, which certainly takes a bit of getting used to.<\/p>\n<p><span class=\"attribution\">Image credit: Rock Paper Shotgun\/Milestone<\/span><\/p>\n<p>Once I got into the rhythm of it, though, I found it no barrier to slicing around courses feeling as satisfying as it should in any boost-happy arcade racer. My feelings were a bit more mixed when it comes to how unforgiving Screamer\u2019s walls can be. As someone trained by the likes of Burnout and Need For Speed that the occasional bounce off the scenery is a often a perfectly fine substitute for actually using the brakes (provided you don\u2019t hit hard enough to totally wreck your car), learning to stay off the guardrails as much as possible &#8211; in order to avoid having my speed halved &#8211; has been tough.<\/p>\n<p><span class=\"injection_placeholder\" data-position=\"1\"\/><\/p>\n<p><strong>James:<\/strong> I love the twin-stick setup, in all honesty \u2013 get to grips and it&#8217;s essentially the power to fine-tune how you attack tricky corners, but there are also loads of long, loping turns that let you keep the back wheels pushed all the way out while just utterly flooring it for the full duration of the bend. That, to me, is arcade drifting heaven, of a gleefully exaggerated kind that I haven\u2019t really enjoyed since those Burnouts. There\u2019s enough weight and engine growl, too, that slipping around like this doesn\u2019t feel too floaty or airy.<\/p>\n<p><span class=\"attribution\">Image credit: Rock Paper Shotgun\/Milestone<\/span><\/p>\n<p>It\u2019s definitely super-punishing of muckups, though. Besides eating your KP\/H, it\u2019s harsh that bumping the sides also costs Sync \u2013 the gradually earned technobullshit gauge that powers boosts and, by extension, the ramming ability that forms the backbone of Screamer\u2019s vehicular combat. I like the resource management aspect in theory, as it adds a degree of tactical thinking to what might have otherwise been a simplistic, almost instinct-based racer, but is it not a bit strange to make the breakneck thrashing-about so appealing, only to then encourage the more clinical, careful style you need to maintain Sync buildup? I struggled with that disconnect a lot on some of the tougher story races.<\/p>\n<p><strong>Mark: <\/strong>Speaking of the tougher story races, there are plenty I\u2019ve had to try multiple times on my way through. Typically it\u2019s been ones that require successfully hitting certain opponents with knockout attacks &#8211; which see your car lunge towards them for a fatal swerve, powered-up by a meter which charges as you boost &#8211; and also demand you finish above a certain position. At the start of each race, it typically takes at least half a lap or so for your boost and attack meters to charge up so you can start using them. That\u2019s fine on its own, but in this context it stops you from trying to rack up knockouts early doors when the field of foes is most tightly packed together.<\/p>\n<p><span class=\"attribution\">Image credit: Rock Paper Shotgun\/Milestone<\/span><\/p>\n<p>As the laps tick by, big gaps tend to form between runners, so if you\u2019ve got to knock out someone who\u2019s running in a lowly position and still make it back to second or third by the end of, say, lap three, the timing can end up having to be near-perfect. The most effective way to catch up to opponents who\u2019re streaking ahead &#8211; a super-boost mode dubbed overdrive which essentially turns you into an uber-fast wrecking ball &#8211; is just as merciless. At first, it makes you invulnerable as it speeds you up to mach 10, which is perfectly hunky dory, but then it makes you so brittle that one wall hit will blow you up. Needless to say, I\u2019ve exploded many times. While that\u2019s carrot and stick, the individual drivers\u2019 unique abilities I\u2019ve found to be usually one or the other. Main character Hiroshi Jackson\u2019s got some wonderfully overpowered double boosting, while his mate Frederic has to make do with more volatile attacks that are just as likely to blow him up as any opponent.<\/p>\n<p><span class=\"injection_placeholder\" data-position=\"2\"\/><\/p>\n<p>In a lesser game, the regular demand for near masterful precision just to earn a passing grade might have dulled my enthusiasm to keep collecting chequered flags, but I\u2019m glad to report that\u2019s not been the case here. I\u2019d honestly not paid much mind to Screamer\u2019s anime-inspired visual style or its story before diving in, but have been pleasantly surprised how much both have grabbed me. The car designs are particularly cool, taking design cues from real world rides and slotting them into long, wide bodykits that remind me of fire-spitting silhouette racers. The fact I found the narrative surrounding the drivers of these machines equally as engaging is even more of an achievement, given how close a lot of racing game tales typically fly to the sun of cringe.<\/p>\n<p><span class=\"attribution\">Image credit: Rock Paper Shotgun\/Milestone<\/span><\/p>\n<p><strong>James:<\/strong> It\u2019s funny to revisit the reveal of Screamer\u2019s new look, and see reactions varying from unbothered to repulsed. Anime fits this game like a fully tightened wheel nut: its noisy excess, its love of bold colours, its episodic jumping between track locales, its enormous cast of emotionally compromised weirdos, it all could have come from the pen of a starving mangaka in Hiroshima. It just happens to have come from a bunch of bike sim devs in Milan.<\/p>\n<p>I, too, enjoy the company of these weirdos, and admire how efficiently Screamer got me following their respective pursuits. Which can\u2019t have been easy, given there\u2019s over a dozen of &#8217;em. There\u2019s a revenge plot that gives equal time and weight to its target, a sympathetic ex-Yakuza type struggling with PTSD, multiple (yet usually rather sweet) romantic subplots, and even the six-packed, floral-shirted mechanic (who\u2019s figured out to how converse with his dog) gets some decent material as the conflicted inventor of the tournament\u2019s driver-reviving tech. It\u2019s daft, but good-daft, delivered through charming VN-style interludes and tightly directed animations.<\/p>\n<p><span class=\"attribution\">Image credit: Rock Paper Shotgun\/Milestone<\/span><\/p>\n<p>Mending these hearts and powersliding through these mysteries is part of why I\u2019ve kept playing, in spite of sometimes smashing headlong into the same difficulty spikes that you\u2019ve endured, Mark. Though deep down, I\u2019m also in it just for the speed. The <em>speeeeeeeeed<\/em>. No, my boost timings are not optimised, and I miss most of my charge attacks, but that central, core sense of velocity is just delicious, and the readiness with which Screamer lets you hurl yourself doors-first around every corner makes it so hard to begrudge it for the occasional balance mishap. It really is easy, on all cars, to get the arse out.<\/p>\n<p><span class=\"injection_placeholder\" data-position=\"3\"\/><\/p>\n<p><strong>Mark: <\/strong>It\u2019d have been very easy for Milestone to have shown their own drifty arse in trying to balance this many narrative plates, including a few characters whose boundless enthusiasm practically burns a hole in the screen. Instead, as you say, the quirky eccentricities are endearing, and the serious emotional beats have just enough weight to ground the the characters whose motivations are a tad more complex. I also feel like I\u2019ve learned about 15 new languages just through listening to them all chat in their native tongues. Having played through to the end of the main story, I would say that some of the conclusions to Screamer\u2019s narrative arcs perhaps feel a little bit rushed, or not quite as satisfying as their lengthy buildups suggest they\u2019ll be. That\u2019s nitpicking though, and something I might soften on once I\u2019ve had a bit more time to think about the final chapter I\u2019ve just blazed through at a fairly breakneck pace.<\/p>\n<p><span class=\"attribution\">Image credit: Rock Paper Shotgun\/Milestone<\/span><\/p>\n<p>I also want to spend some more time with Screamer\u2019s non-story online and offline modes. While I\u2019ve had a bit of a play around in the garage, mainly to check out some of the alternate car liveries I\u2019ve unlocked playing through the tournament, I\u2019m keen to see if there\u2019s enough to that customisation (and the likes of the score challenges) to keep the game feeling fresh long after you\u2019ve seen the back of its tale of racing revenge and ruses. To be honest, though, that\u2019d be a flashy paintjob on top of a motor which I\u2019m already confident in saying offers a thoroughly enjoyable thrill ride that\u2019s well worth the time of any arcade racing veteran &#8211; or newbie open to learning the intricacies of left stick drift.<\/p>\n<p>If that\u2019s not too sales pitchy already, I\u2019ll end with this: I can confirm that during at least one race, you get the opportunity to drive around as a dog in sunglasses.<\/p>\n<p><strong>James:<\/strong> Wow, spoilers, Mark. I would\u2019ve loved the surprise of driving in sunglasses.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Ed (RPS in peace) has, finally, posthumously, got his wish: another Screamer. This one\u2019s gone all cyberpunk and\/or anime-styled, with a heavy focus on story \u2013 it follows multiple, multinational merc-drivers entering a lightly murderous racing tournament \u2013 but can it still deliver on drifty driving thrills? After much practice, Mark and James both avoided<\/p>\n","protected":false},"author":1,"featured_media":5919,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"","fifu_image_alt":"","footnotes":""},"categories":[32],"tags":[403,5890,5889,2389,5887,5886,3286,5888,5569,5553,5748],"class_list":{"0":"post-5918","1":"post","2":"type-post","3":"status-publish","4":"format-standard","5":"has-post-thumbnail","7":"category-pc-gaming","8":"tag-anime","9":"tag-characterful","10":"tag-colourful","11":"tag-driving","12":"tag-racer","13":"tag-rps","14":"tag-screamer","15":"tag-sideways","16":"tag-slides","17":"tag-success","18":"tag-verdict"},"_links":{"self":[{"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/posts\/5918","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/comments?post=5918"}],"version-history":[{"count":0,"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/posts\/5918\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/media\/5919"}],"wp:attachment":[{"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/media?parent=5918"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/categories?post=5918"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/beteja.com\/index.php\/wp-json\/wp\/v2\/tags?post=5918"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}