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I’ve got to say, I’m pretty useless when it comes to the classics and/or games of yesteryear, but I will excuse myself somewhat if I didn’t realize that Screamer, an upcoming game from seasoned racing developers Milestone, was a reimagining/revival of their debut 1995 release under the same name. After all, I would have only been four and had eyes only for Tetris.

Arcade racers are just as prevalent now as they were back in the early ’90s, but with the genre moving on quite significantly since the boy band era, can Milestone justify this surprising attempt at a comeback? Unfortunately, after trying Screamer, currently in Pre-Alpha, I can’t say I’m all that impressed, or more importantly, intrigued.

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Self-described as a game in which you “Race through an anime-style dystopian world where every character has a reason to drive, and every car becomes a fighting machine”, a distinctly stylised take on Burnout and the later Need for Speeds naturally come to mind and, even from my hands-on with Screamer, it’s difficult to shake the core design philosophy similarties, both good and bad. Comparison may be the thief of joy, but it’s only natural in this combat-oriented case.

Each car has an “Echo System”, a mechanic that provides the tools to execute attacks, shields, and speed bursts mid-race. The more you drift and overtake, the more your Sync Meter fills up, and once it’s maxed, you can unleash Overdrive, a brief, powerful burst that cranks up your speed and inflicts damage harder than ever. It’s satisfying in its current form, albeit lacking the punchiness that the previously mentioned juggernauts Burnout and Need for Speed deliver with their takedowns. I genuinely hope Milestone builds upon this to realise the potential the combat truly has. 

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The racing side of the coin is where there’s a particular business about Screamer that feels needlessly confusticated, layering system upon system that seemingly exist for no specific reason. It goes without saying that racing games primarily consist of two core mechanics: acceleration and steering. Steering is split into two halves, each represented by an analogue stick. The left controls the general direction, the front half of the car, if you would, with the right stick pertaining to the ferocity of your drift in whichever direction, therefore, the back half of the vehicle.

It’s less complicated than it sounds, but it’s somewhat tackling a non-existent issue. Drifting has long been a less-than-arduous task through the use of feathering the brake button/trigger. What’s more, this is compounded by the “primary” steering, the left stick, offering minimal movement, which is more suited for minute changes rather than general changes in direction.

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Considering that this is a Pre-Alpha build, playing on a Steam Deck was a pretty woeful experience and, surprisingly, reminiscent of playing Burnout Legends on the Nintendo DS way back when. In motion, it was challenging to discern what was happening, with muddy textures and attempts at exuberant action galore, leaving me bewildered time after time. Coupled with a wildly inconsistent frame rate, often delving into the low teens, the portable powerhouse may not be the vehicle to experience such a title. With no graphical settings to adjust, I couldn’t explore what alterations could be made to make Screamer a more manageable experience.

It’s easy to see a future in which Milestone’s Screamer returns as a celebrated reimagining of their 1995 debut, blending high-speed racing with combat in a stylish, anime-inspired dystopia. While everything, drifting, boosting, and attacking, shows promise, in its current pre-alpha state, the game feels muddled in concept and execution. The twin-stick steering system complicates what should be an intuitive experience. On the Steam Deck, performance struggles make it difficult to appreciate the spectacle, with muddy visuals and erratic frame rates undermining the overall experience.

While there’s potential beneath the noise, Screamer needs refinement to live up to its bold ambitions and justify its comeback.

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Nick Hanchet
By day, an analyst and writer; by night, a streamer; and always a staunch defender of the often-debated Final Fantasy XIII, Nick’s online persona blends sharp attempts at humour with a passion for gaming.
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