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.

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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.

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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.

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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.

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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.

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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

nope it used to be there before, but5 in the new release completely missing
Sorry, I missed one step, just went back to check: There is a little button in the lower left corner telling you to press x on your keyboard for more options:
Screenshot 2024-07-26 094722.png


and that gets you to the screen where you can toggle through the devices connected:

Screenshot 2024-07-26 094802.png
 
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Should have dropped this whole futuristic whatever concept and made a proper rally game using the same engine and physics. Would have been fun.
i read Iracing aquired the studio for its innovative technology. So some of it will probably be, or already has been, implemented in Iracing.

i don't play the game but this bad boaty feeling with a wheel may be just a too wide angle of rotation. Generally arcade racing games are playable with a wheel with between 200 and 360 degrees angle of rotation. If your wheel is usually set to 900 or 1080 degrees, you can naturally expect that unresponsive boaty feeling. I may be wrong but it is uncommon that a game drives so bad with a wheel although it has proper wheel support.
 
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GRID is the first game I've played with a wheel, and it was immensely fun, miles more than with a gamepad.

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.
Grid 1 genuinely sucks with physics though, controller or wheel. I couldn't play it. 2 and autosport were pretty fun though.

I don't know why modern arcade games have such a horrendous time of wheel support. I've gotten NFS 3 from 1998 to work with my CSL DD. Obviously it's not fantastic, but it works enough.
 

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