ExoCross Releases On All Platforms To Mixed Reviews

ExoCross 1.jpg
ExoCross. Images: iRacing.com
iRacing's futuristic space-themed arcade racer, ExoCross, has been released to mixed reviews. Here are our first impressions of the title.

To start with, ExoCross is very clearly an arcade racing title. The driving physics from iRacing is not carried over into this new title. The game itself is the studio's first effort at a console-aimed arcade racer so, therefore, expect a lot of progression in the future with ExoCross and their future titles.

Throughout my testing and experimenting with ExoCross, there was a range of features that excited me and some that disappointed me. For example, the online play is terrific fun and has a lot of replayability. However, the force feedback on a wheel is rather vague and inconsistent, especially considering the team behind it has so much experiance.

ExoCross 2.jpg

Image: iRacing.com

So what is ExoCross like to play on a controller? Well, it feels right at home. The handling reacts faster, the cars handle like cars instead of sinking boats and most importantly; it is immense fun. I can only recommend this game on a controller, that goes for PC players as well. This comes as a shock considering iRacing had a lot to do with ExoCross.

What Is ExoCross Like to Drive?​

As mentioned above, using a controller is a lot more enjoyable and consistent than using a racing wheel. In 2024, arcade racing titles often get a lot of stick for their lacklustre implementation of racing wheels. Unfortunately, ExoCross falls victim to this fait as well.

The force feedback is only customizable on one single slider from 1 - 10. It is just labelled 'Vibration' and without sounding like a broken record, the team behind this game can do a lot better than that with their experience.

No manual gears.jpg

ExoCross controls menu, no manual gearing option.

The last downside of this section is about the gearing. Nowhere in the menus could I find anything mentioning manual gears, let alone a clutch binding. Arcade games normally have manual modes in them, but ExoCross has decided to go down the route of fully automatic cars regardless of your skill level.

What is strange about the handling model on the racing wheel is the implementation of the 4-way contact patch traction technology and soft body tyre model. The 'ultimate in off-road handling' feels more like when you go off track in Assetto Corsa Competizione than an off-road dedicated handling model.

ExoCross 4.jpg


Moving onto the cars. There are only three options, the Titan XC-7000, Vulcan XC-1500 and the Orion XC-3000. All three of the cars are very different to drive and require a very different driving style to each other.

The customization of the vehicles is also fairly limited. There are two sections on each car which can be coloured. The only other options are your race number and your nationality flag. For whatever reason, they have decided to include the skull and crossbones and loads of other flags that aren't national flags.

Livery Editor.jpg

ExoCross' lacklustre livery editor

Multiplayer​

The multiplayer mode is the best aspect of ExoCross by quite a long way. The multiplayer is an evolution of the generic arcade-style quick race format with a Trackmania-style time attack mode mixed in with the races.

The typical online lobby will consist of a six-round championship involving three-time trials that are used as qualifying for the three races. Despite the name, the qualifying time trials are just as important as the races. First, second and third get the same amount of points as they would in the races.

Online quali.jpgOnline Result.jpg
ExoCross online matchmaking results screens

Before the start of each round, the participating players will vote on which car is used and then which circuit and layout are used. This democratic way of picking both the circuit and the car makes online racing as close and fair as it can be.

Be warned, the online mode can get quite violent. The crashes are spectacular and people are not afraid to punt you into oblivion, even if it is just for sixth place.

Challenge Mode​

The challenge mode in ExoCross is iRacing's version of the Gran Turismo licence tests. Each circuit within one of the five locations is split into sectors and you have to try and beat a target time to progress.

You can earn either a bronze, silver, gold or red diamond trophy. The red diamond trophy is especially difficult to get regardless of which circuit you choose.

Medals 2.jpgGT License Lookalike.jpg
ExoCross' Gran Turismo licence test lookalike challenge mode

Summary​

ExoCross has got a lot of potential, but mostly on console. The player base is richly saturated right now, but in a month when the new release factor has worn off, I am afraid of what state the title will be in.

ExoCross' controller dominance is good for the console player base, but on PC it doesn't bode well. The iRacing community has made their views very clear that this is not something they want. Unfortunately, with little to no crossover in terms of player bases with iRacing, ExoCross's days of online relevance are numbered. It is a great game, but it doesn't scratch the proverbial itch for sim racers.

Glitch.jpg

Unfortunate floor glitch when the car goes upside down

The game is stable, with little to no bugs in my five-hour play session. The only bug I found was when you stay upside down in either the cockpit or hood view, you look directly through the map. This isn't a major issue and will undoubtedly be fixed in the post-release update.

What do you think about ExoCross? Let us know on X @OverTake_gg or down in the comments below!
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Connor Minniss
Website Content Editor & Motorsport Photographer aiming to bring you the best of the best within the world of sim racing.

Comments

Premium
I must say, the lore and 2D stills make me want to see a manga or anime adaptation. But I feel like this game missed an opportunity.

Remember that episode of Top Gear when May drove the Lunar Rover Mk II? It has two quoted weights. Over two tonnes on Earth but less than 800kg on the moon.

So with the racing taking place on other planets, they should have factored that in since gravity is different. Plus with there being planets in our solar system like Mars with a much thinner atmosphere, slipstream would not be anywhere near as effective if there was to be a planet in the game with a thinner atmosphere.

Ultimately it is just, uninspired. Doesn't actually play into the intergalactic setting. In a way, it reminds me of the first Overwatch. All this lore and backstory, but don't take advantage of any of it and just make a generic instalment in their particular genre.
 
Picked it up as DRAG EA for seven Euros and enjoying it for it's worth, don't own a controller, so steering wheel it is, the AI are fun to play against and the online is really nice. It's what I bought it for: 20 relaxed minutes no more no less.
 
Premium
Nice to see people completely missing the point and doing exactly as I said in another post yesterday. Expecting far too much from a game.
Well the trailer on Steam say it has "industry leading physics and AI", so expect no less than the best experience :)

The game reminds me of Powerslide and Megarace and Dethkarz and the like, which are games I played a lot when i was younger, so I am quite interested. I'm gonna wait for a sale thogh.
 
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Remember that episode of Top Gear when May drove the Lunar Rover Mk II? It has two quoted weights. Over two tonnes on Earth but less than 800kg on the moon.

So with the racing taking place on other planets, they should have factored that in since gravity is different. Plus with there being planets in our solar system like Mars with a much thinner atmosphere, slipstream would not be anywhere near as effective if there was to be a planet in the game with a thinner atmosphere.
But even though a 2 ton vehicle only weighs around 330 kg on the moon, its inertia is still the same as on Earth, so that'd be like driving a 2 ton car with only 330 kg of "down force," i.e. it'd handle like an oil tanker.
 
Well the trailer on Steam say it has "industry leading physics and AI", so expect no less than the best experience :)

The game reminds me of Powerslide and Megarace and Dethkarz and the like, which are games I played a lot when i was younger, so I am quite interested. I'm gonna wait for a sale thogh.
If you also enjoy arcade racing games like Rollcage which include weapons, Grip is a fun modern one.
 
I tried this last night for a single race (with a controller) and had fun, though it didn't leave me feeling wowed. Full impression is still TBD. After seeing Max get airborne in the Hungarian Grand Prix, one thing that really stood out to me is that touching tires with other cars in ExoCross doesn't seem to do anything.

Also, the environment, as beautiful as it is, felt a bit sparse for a race course.
 
Premium
But even though a 2 ton vehicle only weighs around 330 kg on the moon, its inertia is still the same as on Earth, so that'd be like driving a 2 ton car with only 330 kg of "down force," i.e. it'd handle like an oil tanker.
For sure. Would have been fun to see that being factored in but ultimately, the outer worldly setting is just that, a setting. Still a generic racing game
 
Well, it is off-road driving, even if it's a bit weird. So I'll probably succumb and buy it eventually. I wonder if it's mod-friendly?
 
I must say, the lore and 2D stills make me want to see a manga or anime adaptation. But I feel like this game missed an opportunity.

Remember that episode of Top Gear when May drove the Lunar Rover Mk II? It has two quoted weights. Over two tonnes on Earth but less than 800kg on the moon.

So with the racing taking place on other planets, they should have factored that in since gravity is different. Plus with there being planets in our solar system like Mars with a much thinner atmosphere, slipstream would not be anywhere near as effective if there was to be a planet in the game with a thinner atmosphere.

Ultimately it is just, uninspired. Doesn't actually play into the intergalactic setting. In a way, it reminds me of the first Overwatch. All this lore and backstory, but don't take advantage of any of it and just make a generic instalment in their particular genre.
Planet* the racing takes place on one planet but different regions/biomes on that one planet. The gravity is certainly lower if you actually take a moment to think about it, its just not the level of the moon or even mars, which makes sense because this is a earth sized planet by as far as we can tell. Also turn your rotation down to 360 and the cars become a lot more snappy on the wheel, that being said it had been said over and over by the devs of this game that the main focus wasn't wheel handling but controller so that more feels like an issue of not paying attention and expecting something that this isn't. Its like complaining about a grid games wheel feel, its just not the main way the game was intended to be played. Don't get me wrong there is actual stuff to complain about (No replays, No Photo Mode, No Private Lobbies or even the ability to choose what public lobby you get put into, Contact between cars being weird, The overall amount of content for the price) but what you seem to be focusing on is stuff that just misses the point
 
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Premium
Sounds disappointing, Might still buy it if there is crossplay.
 
Premium
Planet* the racing takes place on one planet but different regions/biomes on that one planet. The gravity is certainly lower if you actually take a moment to think about it, its just not the level of the moon or even mars, which makes sense because this is a earth sized planet by as far as we can tell. Also turn your rotation down to 360 and the cars become a lot more snappy on the wheel, that being said it had been said over and over by the devs of this game that the main focus wasn't wheel handling but controller so that more feels like an issue of not paying attention and expecting something that this isn't. Its like complaining about a grid games wheel feel, its just not the main way the game was intended to be played. Don't get me wrong there is actual stuff to complain about (No replays, No Photo Mode, No Private Lobbies or even the ability to choose what public lobby you get put into, Contact between cars being weird, The overall amount of content for the price) but what you seem to be focusing on is stuff that just misses the point
Well pardon me for daring to think outside the box
 
how are you getting to this menu?
1721899188235.png


completely missing in my version , are you in s a beta?
this ai all i have by way of controls..
1721899250667.png
 
Man, sim racers talking about non sim games... Such consistency in missing the point completely... They complain about not realistic enough physics, missing the point of arcade games being often fun because of their unique unrealistic gameplay, about unrealistic environments or track design, because it's so fun to always race on the same real tracks and environments, about non rf2 level FFB, and so on... I would love to see them judging OutRun, Daytona USA or Sega Rally...
What would you think of a flight sim enthusiast judging After Burner or even Ace Combat in the same way?

Should have dropped this whole futuristic whatever concept and made a proper rally game using the same engine and physics. Would have been fun.
WipEout games should have dropped this whole futuristic whatever concept and made a proper F1 game. Would have been fun, and now we would only have realistic track and rally racing games, would be fun...

it had been said over and over by the devs of this game that the main focus wasn't wheel handling but controller so that more feels like an issue of not paying attention and expecting something that this isn't. Its like complaining about a grid games wheel feel, its just not the main way the game was intended to be played.

GRID is the first game I've played with a wheel, and it was immensely fun, miles more than with a gamepad.

Racing games which have somewhat standard controls (so not games like Inertia Drift and its twin stick gameplay) are almost always more fun with a wheel, as long as the wheel works decently (is recognized, has 1:1 steering and basic FFB). The gameplay generally works naturally with a wheel without any specific work from the dev, because it's the natural way to control a car, even with unrealistic handling, and is adapted to the gamepad which is a device of compromises (non linear steering, deadzone, limited steering speed, max steering based on speed...). Of course with developers trying the game mostly with a gamepad, sometimes the driving, especially the specific drift mechanics (like with NFS Payback for example, terrible game anyway), can feel unnatural with a wheel, but even in this case, most of the time it's still way more fun once you get used to it.
What makes me most desperate is that even developers often don't understand that and don't bother adding wheels support, not understanding that their game not only would play perfectly fine with a wheel, but would even be a lot more fun...

Even old console games without FFB like GT1 can be fun with a wheel, especially if they supported any linear steering device back then (like the negcon on PS1), as long as you add a centering spring, a lot more fun than with a gamepad.

Of course some wheel users prefer to play to arcade games with a gamepad, generally because they can't be bothered to use the wheel, but it doesn't mean it's more fun with the gamepad. For me, 80% of the fun comes from the wheel, so if I can't be bothered to put myself behind the wheel, I just don't play, and if I can't make the wheel work decently with a game (I spend sometimes way too much time trying to make the wheel work with a game with no or very bad wheels support), I don't play to it. I get more fun playing to an average game with a wheel than playing to the best racing game ever with a gamepad.
 
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how are you getting to this menu?
View attachment 771173

completely missing in my version , are you in s a beta?
this ai all i have by way of controls..
View attachment 771174
when you see the controller, there are two very small symbols at the top of the screen next to the word controller, I think a . and a , Press the dot . on your keyboard and you will get to your wheel, press it again and you will get to the keyboard (if I remeber all this correctly from Tuesday, getting old ...)
 
when you see the controller, there are two very small symbols at the top of the screen next to the word controller, I think a . and a , Press the dot . on your keyboard and you will get to your wheel, press it again and you will get to the keyboard (if I remeber all this correctly from Tuesday, getting old ...)
nope it used to be there before, but5 in the new release completely missing
 

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