Tokyo Xtreme Racer is a PlayStation 2 game. Well, not literally—but it might as well be. These days, the phrase “PS2 graphics” gets thrown around as an insult by people who probably weren’t even born when the console was at its peak. But for those of us who remember, that era was full of addictive, no-nonsense games that focused on pure fun without all the modern distractions of microtransactions and endless live-service mechanics. That’s exactly the spirit captured by Genki’s 2025 reboot of Tokyo Xtreme Racer, now in early access on Steam. It’s a high-speed, highway-racing time capsule that sticks to the simple yet captivating formula of its predecessors—pure street racing, no fluff, and (for now) no multiplayer. And I’m all for it.
https://youtu.be/8jlDxL6ZXPk?si=olF3el52705jqTz4
To be clear, the series actually dates back to Shutokou Battle on the Super Famicom in 1994, and the Tokyo Xtreme Racer name itself originated with the Dreamcast releases in the U.S. But for me—and many others—the series made its mark on the PS2 with the 2001 entry. Over two decades later, Genki has stayed remarkably true to the formula, keeping the core experience intact while giving it a fresh coat of modern paint.
For those unfamiliar, Tokyo Xtreme Racer isn’t about traditional circuit racing—there are no laps or finish lines. Instead, it’s about prowling Tokyo’s expressways at night, hunting for rival racers, and challenging them by flashing your headlights. Races play out like duels, where victory isn’t about crossing a line first but rather draining your opponent’s “Spirit Point” meter by pulling ahead, forcing mistakes, or luring them into traffic. It’s a unique blend of racing and combat mechanics that still feels just as intense today.
Thankfully, Genki hasn’t messed with this core concept. It remains the backbone of this 2025 revival, and even in early access, the result is a thrilling, nostalgia-fueled experience.






A Nighttime Obsession
Racing one opponent at a time on a single-direction freeway might sound repetitive, but it’s surprisingly addictive. Even in early access, there are over 200 named rivals to track down and defeat. Some are part of racing teams, requiring you to take down their lesser members before the bosses appear. Others only show up under specific conditions, hinted at through conversations with racers in parking areas. The dialogue can be a bit dramatic for my taste, but there’s a certain goofy charm to it that fits the overall vibe.
That said, the difficulty curve can be erratic. One moment, I’m dominating every racer I find, and the next, some unknown hotshot is leaving me in the dust. The most fun battles are the ones that come down to skillful slipstreaming and outmaneuvering opponents, but those don’t happen as often as I’d like.
This uneven difficulty is compounded by how upgrades are locked behind progression gates. Instead of simply buying new parts with in-game credits, you have to defeat certain racers to unlock them. This can lead to frustrating bottlenecks—if you’re stuck on a rival and can’t upgrade, you’re basically spinning your wheels. Hopefully, early access feedback helps refine this system, because I’d much rather have the freedom to buy upgrades when I can afford them.
Despite the occasional grind, I can’t stop playing. The ability to see where rivals are on the map and plan my routes accordingly is a great modern touch. Each night on the expressway starts when you leave the garage and ends when you decide to return, upgrade, and head back out. And let’s be honest—I tell myself “just one more night” way too many times before actually quitting. And speaking of quitting, the option to exit the game is awkwardly buried in a hidden menu, only accessible by pressing tab on a keyboard. Not exactly intuitive.
A Slick Ride with Some Rough Edges
The menu system could definitely use some work. There’s no D-pad support, so navigation feels sluggish with an analog stick acting like a mouse. A universal back button would also be a big help, making it quicker to jump between menus instead of fumbling with a cursor.
Where it really shines, though, is the driving itself. Handling is tight, responsive, and tuned for smooth high-speed control on a gamepad. However, the chase camera feels a little too rigid—small steering inputs result in exaggerated movements, making it feel a bit stiff. A looser, more dynamic camera option would be a welcome addition.
The car roster is a solid start, with just under 50 Japanese models from Toyota, Subaru, Nissan, Mitsubishi, Mazda, Daihatsu, and Suzuki. (Though Honda is noticeably absent.) The selection includes all the usual icons—Mk3 and Mk4 Supras, multiple generations of Imprezas, Skylines from R32 to R34, RX-7s, and Evos. It’s a respectable lineup, but I hope future updates include some unexpected deep cuts. How about a 910 Bluebird wagon? A Datsun 620 pickup? Or even something ridiculous like a Mazda Roadpacer with a four-rotor swap?
Visually, the cars look good without being jaw-dropping, and they don’t take damage. The bigger issue, though, is the sound design. Right now, the engine audio is weak and lacks the aggression found in other modern racers like Forza Horizon or Need for Speed. It’s the one part of this reboot that feels too stuck in the past.
Verdict
Tokyo Xtreme Racer is an incredibly addictive throwback to an era of racing games that focused purely on fun. With some refinement to its menus and a much-needed boost to its sound design, it has the potential to be something truly special. Even in early access, it’s absolutely worth the asking price. It may not have the scope of bigger racing titles, but its highway battle formula is as gripping as ever. And in a time when so many games are bogged down by unnecessary multiplayer and microtransactions, its no-nonsense, single-player focus is a breath of fresh air.