Drag x Drive Review – Fun Concept, But Not Enough Game

A fresh Nintendo console introduces innovative hardware capabilities and novelties, leading to exclusive games tailored to highlight these features. Similar to titles like _Wii Play_ on the initial Wii or _ARMS_ for the first Switch, the upcoming Switch 2 will feature a game called _Drag X Drive_.

From a conceptual standpoint, everything regarding this game appears engaging. It’s a wheelchair basketball game, albeit intriguingly, it doesn’t often label itself as such. What makes it fascinating is that it serves as a demonstration of the Switch 2’s unique mouse control feature. The gameplay involves grasping two Joycon 2 controllers like mice and using their motion sensitivity to guide the movement of your wheelchair’s wheels while you play basketball.

Despite its intriguing idea, the final product unfortunately falls short. Earlier I brought up ARMS as an example. Similar to ARMS, it was created to highlight the motion capabilities of Joycon controllers. However, it was also a standalone game with substantial content, continuous post-launch updates, impressive audiovisual production quality, and the ability to play without using the signature motion controls – making it a unique fighting game for those uninterested in motion-controlled games. This combination of factors made ARMS a relatively easy choice to recommend, and over time it managed to cultivate a devoted fanbase.

The game doesn’t offer a solo campaign, a feature I believe could have been beneficial as it might have addressed some of its issues.

In simpler terms, Drag X Drive offers limited content compared to other games. The game primarily focuses on multiplayer matches which can be played locally or online, and against bots for single player. While there is a tutorial mode and time/score attack challenges, the game lacks additional features, making it quite minimalist in terms of activities beyond the core matches.

The game doesn’t feature a solo campaign, which I believe is a missed chance for enrichment. A campaign could offer numerous benefits – not only would it significantly increase the game’s worth by providing additional content, but it would also help players get accustomed to the controls more efficiently. Additionally, a campaign might motivate players by offering rewards such as new characters, customization options, stadiums, titles, or other enticing elements.

In truth, certain aspects of the game already exist. For instance, players do have the ability to customize their characters’ appearance and playstyle within the game, with some of these options being unlocked by completing specific in-game tasks (like reaching a certain number of matches won, or scoring a certain amount of points). However, it’s worth noting that the range of customization is somewhat limited, and more crucially, not especially engaging.

Sadly, the game is let down by a scarcity of content and visual appeal. There’s not much else in it to compensate for this shortfall.

The main point of contention or critique about Drag X Drive since its unveiling earlier this year has been its audiovisual presentation. Unlike some Nintendo games, which possess charm, unique character design, inviting environments, and a playful aesthetic, Drag X Drive falls short in these areas. Its characters are uninspiringly plain, with limited customization options that fail to offer opportunities for improvement.

A well-designed campaign featuring unique characters could significantly enrich the game by providing it with more engaging content. Currently, the chibi characters in wheelchairs appear rather generic and unremarkable, lacking the visual appeal necessary to spark interest in customization options.

The style and appeal of this game seems to be lacking, starting from the character designs and continuing throughout the entire game. There’s an absence of vibrant colors in the environments, and the menus and user interface are surprisingly drab. It’s quite puzzling, as the fundamental game design maintains that classic playful Nintendo feel. The main menu is essentially a collection of courts where you choose modes, but it also includes various items to interact with, such as bowling pins, half-pipes for tricks, or even jump ropes, which serve no practical purpose other than providing additional entertainment. However, the fundamental game design still has that signature Nintendo charm; it’s just the lack of engaging content and visual or auditory appeal that seems to be detracting from it.

Regrettably, the game is weighed down by its sparse content and lack of visual appeal, as there’s not much else to engage with. However, at its core, the gameplay is rather enjoyable. The mouse controls function decently, haptic feedback is satisfying, and the control design is thoughtful, enabling a level of player creativity that’s unexpected. Additionally, there’s an intriguing layer of complexity in the tricks and team interactions, particularly in multiplayer modes. Yet, despite these elements, the game feels incomplete, lacking sufficient content to justify a standalone title. Moreover, while the controls are impressive, they fall short in terms of dependability and responsiveness compared to basic buttons.

It might have been more favorably received if the game was included as one of several mini-games instead of being marketed as a single, self-contained product that needs to be evaluated independently.

In some instances, you might experience a sense of struggle with the controls, which is less common compared to most motion-controlled games I’ve encountered, demonstrating the effective implementation of the mouse controls. However, these issues occur more often than expected for a game of this type, and this can be problematic because the core gameplay, which is the game’s main advantage, becomes compromised when control issues arise. In contrast to games like ARMS, you don’t have the option to switch to standard controls in this game – if you opt for mouse controls, that’s all you get; if not, you can’t play at all.

It might have been more well-received if this game was included in a larger set of mini games instead of being sold as a separate entity. Despite its deep mechanics and enjoyable core features, it’s let down by limited content, subpar visual and auditory presentation, and occasional control glitches. These issues make for quite a challenging experience.

For just $20, Drag X Drive is an affordable choice that could tempt many as a spontaneous purchase. It offers a unique demonstration of how mouse controls can excel. However, despite its budget price, it has some problems that prevent it from becoming something extraordinary – if not exceptional, then at least more than what it currently is.

This game was reviewed on Nintendo Switch 2.

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2025-08-25 21:42