

The more you drift, the more you generate energy, and that energy can also be cashed in for a nitro burst.

Depending on your control mapping, you tap the drift button on the approach to a corner, counter-steer to adopt the racing line, and then slip on and off the acceleration to grab a short speed-burst. A lot of emphasis is put on drifting around corners, and ranking well in online matches will be determined by how well you can use it. There’s a reason that Drift is in the title.

More than most karting games, it feels like you’re spending a large proportion of time getting hit, but the acceleration is fast and the karts aren’t speedy, so you can quickly regain a position.

But there are only so many shields, so you tend to hold out for as long as you can. You hold onto shields and time their activation so that you deny an enemy the thrill of taking you out. So it opts for a shield-heavy approach, meaning that KartRider: Drift has the parry and thrust of a fencing match. There’s a manic energy to KartRider: Drift, with weapons coming frequently and anarchy reigning. It’s the usual bombs, green shells and red shells reskinned as blander counterparts. In terms of pure track design, KartRider: Drift is decidedly par. The closest you get is some alternate routes and a few tunnels or cannons that propel you to the next section of track. There’s very little in the way of height, landmarks or notable moments. The tracks are plain enough that you can taste the vanilla. Controls are pretty simple, and you have two mappings to switch between so that you get the one you want. Then the green light triggers and you are thrust into the race. They can be in teams or without, too, so you can choose to play with one or three others, should you or the random algorithm determine that’s what you are playing today. Races are item-based or speed-races, which basically means with weapons or without. And it’s fine, with the odd annoyance, but mostly just okay. Right, finally we can talk about the racing.
