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37
Players in Game
4 😀
1 😒
62,51%
Rating
$49.99
HOT WHEELS UNLEASHED™ 2 - Turbocharged Reviews
The world’s raddest cars are back and taking the fun to the next level! Race over 130 vehicles with crazy new mechanics and even more vehicle types. Plus, build your tracks with stunning new environments and different game modes to have fun off and online!
App ID | 2051120 |
App Type | GAME |
Developers | Milestone S.r.l. |
Publishers | Milestone S.r.l. |
Categories | Single-player, Steam Achievements, Steam Cloud, Multi-player, PvP, Online PvP, Full controller support, Shared/Split Screen, Shared/Split Screen PvP, Steam Trading Cards |
Genres | Action, Simulation, Adventure, Sports, Racing |
Release Date | 19 Oct, 2023 |
Platforms | Windows |
Supported Languages | English, Japanese, Simplified Chinese, French, Italian, German, Spanish - Spain, Polish, Portuguese - Brazil, Spanish - Latin America, Thai, Traditional Chinese, Indonesian |
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5 Total Reviews
4 Positive Reviews
1 Negative Reviews
Mixed Score
HOT WHEELS UNLEASHED™ 2 - Turbocharged has garnered a total of 5 reviews, with 4 positive reviews and 1 negative reviews, resulting in a ‘Mixed’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for HOT WHEELS UNLEASHED™ 2 - Turbocharged over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
1971 minutes
"'op on 'ot wheels"
- my friends, every time i am trying to do something productive
👍 : 1 |
😃 : 0
Positive
Playtime:
518 minutes
what u think a hot wheels game would be ,but better. buy on sale great on deck
👍 : 2 |
😃 : 0
Positive
Playtime:
333 minutes
2 player split screen is fun
👍 : 1 |
😃 : 0
Positive
Playtime:
828 minutes
Milestone stop being a lazy ass and keep updating this game
👍 : 1 |
😃 : 0
Positive
Playtime:
206 minutes
A good game for friends, families, and can be played personal.
This game is suitable for all ages, and is really fun.
This is only based on my personal thoughts.
(Make sure you save everything before you exit or it might disappear)
👍 : 0 |
😃 : 0
Positive
Playtime:
1550 minutes
When was the last time you played a game that was just fun?
Doesn't care for a competitive scene, doesn't care to be extremely polished, doesn't care to be perfectly balanced, and it still works? Well, This is that game.
I never played the first one so I don't have a point of comparison, however HWU2-T is just generically fun. Any car can be tweaked to be useful, while they all have somewhat different playstyles but not so much that they're unplayable (I've won races using a bus that has 0 on its speed stat).
Also, it's funny as he[[ to play with friends. Very easy to make a car that is viable for online (takes like 15 mins).
Overall, a solid game that you can play with friends or on your own, at various levels of difficulty, with different enough gamemodes and vehicles to keep you entertained for a while..................................................
That being said, I do feel like the original price point ($50 no DLC) is a bit steep, so wait for it to be on sale and absolutely give it a go!
👍 : 0 |
😃 : 0
Positive
Playtime:
394 minutes
A genuinely fun arcade racer, and probably my favorite racing game anywhere near the mainstream in at least a decade. Sure, there are a couple I enjoy more - but none so recognizable as Hot Wheels - and none so recognizable as Hot Wheels that are anywhere near this good fun. If you like drift-y arcade racing, you shouldn't miss this game.
I don't love how much expensive DLC is dangling off this title, but I do appreciate that none of that is necessary to have a great time with it.
👍 : 0 |
😃 : 0
Positive
Playtime:
48001 minutes
A little bit of background: I've stuck around with Hot Wheels Unleashed and Milestone for a good chunk of time. I played the 3 days of early access from pre-ordering the first game and I have 2500 hours in that game. These hours range from making liveries, building tracks, and racing with the best racers in that game in the beautiful community we've put together. The first game is lightning in a bottle, something that was accidentally so good that it kept bringing me back for more. It's not at all a perfect game and has a good chunk of issues that can easily be fixed in the sequel: Hot Wheels Unleashed 2: Turbocharged. Well, here we are now after 800 hours of gameplay of this game and I come to give my honest thoughts about this game.
The best way I can say it is that Hot Wheels Unleashed 2: Turbocharged is the monkey's paw of games for me. Below I will list how.
In the first game: The car roster was very lacking. We had a few bones thrown our way with cars like Power Rocket, RD-02, and Sharkruiser. However almost half of the roster of cars were made up of non-paintable character cars. In a game that promotes the players to express themselves with customization, this decision was very odd and it has upset a majority of the community. This issue while still persisting has been made better with the use of mods that unlock customization for these cars, however the preference still would have been for more hot wheels original cars,
In the second game: The car roster has been signifigantly improved. A lot of hot wheels originals have been added with the character cars not making a return. Nearly every car is paintable with the only cars being non-paintable being media cars like the Knight Rider KITT and the Back To The Future Deloreon Time Machine. In addition to these, the fast and furious DLC cars are non-paintable. This however is pretty upsetting as these cars are just manufactured cars and are no different from the manufactured cars that we are allowed to paint. This is mostly forgiven due to the fact that unlike the first game, these cars make a very small minority of the cast.
In the first game: The balance was not great, but acceptable. There are only a few cars that are universally considered over powered. Though with this, a decent chunk of the roster are very weak and undesirable by most. The boost bar system alone drives players away from certain cars, while cars with the boost pip system are objectively better and are chosen. Boost type isn't everything though as your handling and your boost power matters as well. While the top cars are very defined, there is also a good amount of cars that are still able to compete with these cars even if they can't outclass them in more situations than not. This made playing the cars feel rewarding. Each car also has their own unique personality and playstyle. One race car handling type car won't be the exact same as another and so on for the other classes. Discussion about the cars is also always fun because more performence can be squeezed out of them and you will almost always have people debating how good or bad a car is. Overall there's a lot of depth to how the cars drive.
In the second game: The balance is awful. Every car and class performence is a lot more objective this time around. The amount of overpowered cars has tripled if not more than that. ATVs, and Bikes are king with them leaving most of the cast in the dust with little problem. ATVs, and Bikes aside, if you're going with cars only (which is the etiquette with the community most of the time), then Swifts are king. The passive regeneration of the swift class is absurd compared to the rest of the cars. They have above average speed, Great cornering ability, 2nd best boost power out of the cars, and crazy fast regeneration. This class of car has very little if any weaknesses which makes racing against them as other classes frustrating. The next in line are Rockets and only sometimes. Rockets can keep up with and sometimes beat swifts when the track is right for them, however they are in my opinion very unfun to play. Your boost regeneration is the slowest in the game, while you do have one of the best boost powers, the trade off isn't worth it and brings the fun factor of this class way down, especially if you are a casual player racing against really strong opponents. The gap between the S tier vs the A tier of cars is way too big which makes playing classes aside from swift and certain rocket cars almost not an option unless you are playing on a gimmick track. On the topic of the top cars, the Swift class primarily consists of manufactured cars with very few hot wheels originals in there, which sours the mood a bit since when you're playing a hot wheels game, seeing a stock honda civic leaving your fighter jet in the dust effortlessly is very sad to see. The personality of the cars in the second game has almost been erased. Almost every car in their respective class feel way too similar to one another, with the deciding factor of which is better is which cars have more speed and more boost. Milestone has made the decision to give the already high speed cars the most amount of boost in the game, vs the slower speed cars being given the least amount of boost which makes justifying playing them hard. I was just talking about how the game's car roster is amazing, but it's a shame that you can't play as many of the cooler and more unique cars without handicapping yourself in performence.
In the first game: The track builder was very good, but also very flawed. The track would sometimes get softlocked, the limits to how much you can make with a track were pretty low with interactables and modules costing almost a third of your budget while the budget is already small as is. This didn't stop the community as they have developed a way to make it so that budget isn't a problem anymore with mods.
In the second game: The community have asked the developer Milestone to increase the limit so players can be more expressive with their tracks. What we recieved however is a punch to the gut. The track budget has been decreased from the first game, which means all tracks will on average be much shorter as well as well as not being able to make the track look more visually appealing with decorations which also cost points. Milestone has also increased to cost to certain objects in the builder from the first game as well.
In the first game: The multiplayer while not being amazing was serviceable. You would be placed into a random lobby with up to 11 other players and put into a spectator if they are in the middle of a race. From here you are able to invite your friends who can instantly join the lobby if there is enough room for them. Unfortunately the game does not have crossplay with console. The game has a lot of desync, but that is part of the game and collisions are optional in private lobbies. In private lobbies however, there is a bug that Milestone has refused to fix in which the lobby breaks after waiting too long to select a track after the first race in the session is completed. After the private lobby breaks, a new one will have to be created. It is not the worst thing in the world, but it is very inconvenient. In addition, another bug that Milestone has refused to fix is that the Join/Leave icon for when players enter or exit a lobby is broken. Now it displays the icon for a player entering a lobby for whether they join, or leave a lobby. This makes it confusing to keep track of players though it's mainly just annoying.
In the second game: The multiplayer lobbies have been signifigantly downgraded. The maximum amount of players any online game can hold has been downsized from 12 to 10 players. There is crossplay in this game which is a very good thing. Instead of being able to join a lobby mid race, players must be partied up together to join. They have also gotten rid of the spectator mode.
(continued in the comments)
👍 : 0 |
😃 : 0
Negative
Playtime:
3950 minutes
Amazing game to play with my son. He really likes the track builder and the boss tracks.
👍 : 4 |
😃 : 0
Positive