While there aren’t nearly enough takes on the futuristic combat racer, Flashout fails to make a strong case for being a go-to option
Having been a fan of futuristic racers and combat racers for a long time, Flashout 3 had my interest when it seemed its intention was to bring both together into one high-octane experience. While you can see its ambition in places, sadly for the most part I’d say it’s never able to elevate itself above maybe mid-grade at best though. Most critically, to a degree the controls are at least manageable, if perhaps a bit hard to get used to with how to handle your brakes on either side of your vehicle which can help you navigate sharper turns. I think the issue, more often than not, comes from what feels like pretty messy overall track design. In many spaces there’s just a lack of smoothness and refinement, and unfortunately that makes for races that can range from a bit dull to challenging for the wrong reasons at times. While perhaps some strong combat elements could help to smooth the experience over, on the whole I’d consider your weapon options uninspired and sometimes pretty ambiguous in their effectiveness. I do think the ability to choose different car models that have varying stats, including how much power (and thus weapons) they can support, is a smart move, but when you’re on the track there’s just a lack of a sense of speed, intensity, or fun that can really make a racer shine. That said, if you play it without too high of expectations there’s a decent time to be had here, just not necessarily a memorable one.
Justin Nation, Score: