Star Wars: Galactic Racer Impresses Early Previews as Burnout-Style Racer
Early previews for Star Wars: Galactic Racer have started making the rounds online, and they suggest this arcade racer is ready to bend the usual rules of Star Wars speed. The most compelling detail, though, doesn’t come from the franchise’s own racing lore—it comes from a past racing series that’s tightly linked to the studio behind the project. If you’re looking for the standout reason to pay attention, it’s that Galactic Racer brings back Burnout-style Takedowns and Eliminator events, effectively exporting that franchise’s ruthless design philosophy into a galaxy far, far away.
Several outlets have already shared hands-on impressions of Galactic Racer, and the previews highlight a stack of new elements—especially considering how, at a glance, it still looks like a straightforward, gorgeous licensed arcade racer. The game appears to draw from multiple corners of the genre, and for a long-time fan of high-speed chaos, the roguelite touches immediately stood out as a particularly welcome surprise. Still, after digging into the specifics, the reason the Takedown-and-Eliminator combo convinced me most is exactly what makes me want to see how this all lands as a Star Wars experience.
An upcoming Star Wars game’s release date has leaked ahead of schedule.
Fuse Games Brings Burnout 3 to Star Wars: Galactic Racer
If you’re not familiar with the mode, Eliminators are multi-lap races where the driver in last place after each lap is removed from the event. That elimination continues lap after lap until only one racer remains. The format traces back to the Burnout series, particularly Burnout 3: Takedown. In the previews, Eliminators are presented as a core piece of Galactic Racer’s run-based campaign structure. In other words, it’s built with a roguelite mindset: you have a branching set of races across multiple planets, but you need one key item to keep moving forward. That item is the League Token, and the campaign requires it for every event you attempt.
There’s a major failure condition here, too. If you lose your token in an Eliminator event, you can effectively end the entire run—even if you’ve already progressed through parts of the tournament. In that situation, you only keep cosmetic unlocks and ability upgrades you collected earlier. The most common way to end up in that deadly last-place position is also the most Burnout-like: crashing into walls by triggering Takedowns. When you smash a rival’s repulsorcraft hard enough to break it—or get hit yourself in the same way—the game reportedly cues a slow-motion crash shot from a camera angle very close to the style Criterion popularized around two decades ago. Just seeing that detail mentioned is enough to get any longtime speed-chaos fan smiling.
All-or-Nothing Racing Is Fuse Games’ Comfort Zone
This isn’t just a coincidence in theme. Fuse Games was formed in 2023 by senior developers who came directly from Criterion, the studio responsible for the original Burnout. Even on the leadership side, Fuse CEO Matt Webster previously worked as an executive producer on Burnout 3: Takedown—the 2004 release that helped cement both Eliminator and Takedown as defining franchise pillars. With that background, it becomes easier to see why Galactic Racer appears to be aiming straight for some of the genre’s most brutal ideas right from the start.
Racing in Star Wars Should Be Terrifying
I’ve seen plenty of clips of speeder-bike crashes from earlier footage, and I expected some kind of car-combat flavor. But I didn’t expect a licensed Star Wars racing game to actually lean into Elimination-style matches. Even so, it looks like it could work extremely well. In Star Wars, racing has always felt dangerous. The podrace in The Phantom Menace shows multiple competitors dying on-screen, lets Sebulba cheat with open-flame bursts, and turns a single wrong move into an instant trip to a canyon wall junkyard. Layer that kind of “consequence” thinking onto a deeper roguelite structure—complete with distinct abilities and vehicle-specific race types—and an Eliminator mode that can erase an hour of progress during one ugly lap starts to feel like the closest many fans will get to experiencing that race-day pressure as a character.
Another positive sign is that Eliminators aren’t supposed to carry the entire tension load by themselves. Tracks across different planets reportedly introduce hazards designed to outright end you. Lantaana’s magma patches can cook your vehicle if you linger too long. Ando Prime’s ice can freeze you in place unless you navigate through its heating lanes. Even when a hazard is universal, the effect can still be brutal: the Ramjet ability’s boost reportedly explodes your ride if you keep it running past the redline. With confirmed vehicles (or vehicle categories) also shaping the pros and cons, each hazard adds another chance to lose position at exactly the wrong moment—though in an Eliminator, “wrong moment” is basically the whole race.
Full Circles and Further Additions to Galactic Racer
There’s also a full-circle connection running under all of this. In Traxion’s preview coverage, Webster is said to have pointed to the podracer crashes in The Phantom Menace as a direct reference for the spectacular wrecks Burnout used to deliver. He reportedly described those moments as a strong example for creating crashes that look great and feel exciting. In effect, Star Wars taught Burnout how to make a wreck feel cinematic, and now the people who built that aesthetic are bringing it back to the scene that inspired it in the first place.
Identify the silhouettes before time runs out.
Practically speaking, the other new details shared through these previews also seem to reinforce the campaign’s core “survive and advance” idea. Before a race even starts, you can apparently lock in an ignition-sequence prompt so your afterburner is ready or your shield is pre-charged. Then, you can reportedly use a Mario Kart-style throttle meter to time and build a surge off the starting line. Beyond simply adding more tasks to do, these mechanics also fit the idea of a punishing campaign: those tiny choices could determine whether you push forward in a run or end up restarting it.
My One Lingering Hope
Overall, the various previews for Star Wars: Galactic Racer have done what they were meant to do, and I can say I’m looking forward to the game’s release on October 6. My remaining worry is where podracing ends up fitting into all of this. If that vehicle type is the fastest and also the most fragile option in the lineup, then it makes sense that podracing would become the campaign’s most demanding race type—essentially the peak test of your skills.
Fuse developers have said podracing (and racers like Sebulba himself) are introduced to the campaign “in an interesting way.” Still, my take is that it should serve as the campaign’s final exam rather than a side-course thrown in along the way. I want podracing to be the endgame of the roguelite campaign, where I have the most to lose. After all, the first Star Wars racing game in two decades was built around fear and consequence—so the Boonta Eve Classic is the only kind of destination that feels like the right place to either finish a run in victory or crash out in defeat.


