
REVIEW · · BY BOSS ROOM
Hot Wheels Infinite Rush, Brings the Toy Box Back to Life
Any parent familiar with Hot Wheels knows that one car is never enough. Infinite Rush understands that perfectly, giving kids another reason to get excited almost every time they pick up the controller.
Review Verdict
What We Like
- Beautifully detailed miniature open world with accessible, forgiving driving
- Over 150 collectible vehicles across four distinct classes
- Up to four-player local split-screen racing
Worth Knowing
- Complex livery and track editors lack simple options for younger players
- Limited navigation and collectible guidance
There is something about Hot Wheels that takes me straight back to the living room floor. A couch became a mountain, the edge of a rug became a road, and suddenly the whole room was part of an adventure. Playing Hot Wheels Infinite Rush with my boys has brought that feeling back, only now I'm seeing it through their eyes.
I enjoyed both Hot Wheels Unleashed games, but Infinite Rush takes the experience in a more interesting direction. Rather than simply moving from one race to the next, four themed islands give you the freedom to explore at your own pace. I've spent just as much time collecting cogs and stickers, and challenging Daredevils for their cars, as I have racing.
The miniature world is what sells it. Detailed cars, tyre marks, distant landmarks and scenery that tumbles when you hit it all make the islands feel like giant playsets. My boys recognise pieces from their own Hot Wheels collection, including the snake loop and T-Rex garage. Watching them discover those familiar details is half the fun.


With more than 150 vehicles available at launch, unlocking cars is wonderfully rewarding. Almost every session seems to bring another one or two, keeping the excitement going. Races, challenges and dealerships all contribute to a satisfying collecting loop.
The driving is deliberately forgiving. Bumping into things rarely matters, recovery is nearly instant and switching between the four vehicle classes keeps exploration fluid. It's accessible without being boring, which makes the game's biggest weakness frustrating: it understands younger children behind the wheel, then forgets them elsewhere.
The livery editor offers plenty of depth, but even changing a car's appearance feels cumbersome. A handful of preset colours or designs to select in the garage would have made customisation immediately enjoyable for younger children. For a toy brand built on imagination, that's a significant oversight.
The Track Builder has a steep learning curve on console, with certain modifiers demanding simultaneous button inputs. An option to automatically finish a track would help enormously. Optional driving lines, collectible locations on the map or in-game maps bought with earned coins would make completion more approachable. I'm not asking for easier driving. I'm asking for the rest of the experience to be as accessible as the driving.
Fast travel between individual events would be welcome, too. At the time of review, the roughly A$60 Vehicle Pass also feels like a big upfront commitment while much of its content is still to arrive.
But what I'll remember most is playing alongside my boys. My eldest can explore without getting stuck. My youngest points out landmarks and chooses where to go next. When a Daredevil appears, Dad gets handed the controller to win another car.
What happened after the unlocks was even better.
Every time my boys unlocked a new car, they'd run to their toy box to see if they owned the real Hot Wheels version. Cars that hadn't been touched in months came back out. Then the tracks followed. Before I knew it, another Hot Wheels City had taken over my living room.
Hot Wheels has always been about imagination. The cars are only the starting point; it's what children build around them that matters. Infinite Rush captures that beautifully, even if its editors and navigation don't consistently cater for the younger players it's trying to reach.
It's simply good fun. More importantly, it reminded my boys that the adventure doesn't have to end when the television switches off.






WISKY'S TASTING NOTESMy boys have little interest in racing each other. They're far too busy exploring these miniature cities. Give us the chance to discover them together in split-screen, and I'd be pushing this score into the high 90s.
Boss Room received a copy of the game for this review. All opinions are independently formed.
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