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Gaming8 October 2026

Star Wars: Galactic Racer and its runs: the end of the old racing mould?

By Redacción UWLG · Source: IGN España

Star Wars: Galactic Racer and its runs: the end of the old racing mould?

Imagen: IGN España

Racing games have been going in circles for a long time, and not just on the track. According to an opinion column published on IGN Spain, Star Wars: Galactic Racer may have found a way to break that inertia thanks to a structure built around runs, a format the piece presents as the way out of a model the genre has clung to for decades. The column is written by Phil Iwaniuk, who has a track record of wins in the Gran Turismo Sunday Cups and a very special bond with Star Wars Episode I: Racer, the 1999 classic that, by the author's own account, taught them to feel driving rather than think it.

Why does it matter? Because when someone with that kind of background in the genre claims that a new structure fixes one of its biggest problems, it's worth paying attention. And because Galactic Racer inherits, at least in spirit, the legacy of one of the most beloved arcade racers of its generation. If the run-based approach works, we're not just talking about a good Star Wars game, but about a possible change of direction for an entire genre that hasn't seen any major structural shake-ups in years.

Imagen: IGN España
Imagen: IGN España

What you need to know

  • This is an opinion piece, not a definitive review: it reflects the personal view of its author.
  • The central argument is that Star Wars: Galactic Racer is organised around runs, a format that is rare in racing games.
  • According to the column, this structure lets the game move away from a model the genre has stuck with for decades.
  • The author openly acknowledges an emotional attachment to Star Wars Episode I: Racer (1999), which, they admit, could colour their judgement.

The context: a genre trapped in its own formula

The source doesn't spell out exactly what that inherited model is, so we're not going to put words in its mouth. What we can do is read between the lines: for years, a large share of racing games has relied on long, linear progression systems in which you move from championship to championship, unlock vehicles and rack up hours until the loop runs dry. It's a formula that works, but one that also tends to become routine.

Runs, a concept players mostly associate with roguelites, offer something different: self-contained sessions with a clear beginning and end that encourage you to start over and try again. Bringing that logic to a racing game makes sense on paper. Every attempt becomes a small story of its own, replayability no longer depends on an endless list of events, and progress is measured more by what you learn than by what you collect.

The nostalgia factor

It's no coincidence that the column brings up Episode I: Racer. That 1999 game is remembered for its speed and for a dizzying sense of velocity that demanded instinct over calculation. That idea of feeling instead of thinking fits surprisingly well with a run-based format, where repetition sharpens your reflexes until driving becomes almost second nature. That said, the piece itself warns about bias: fondness for the original may colour the assessment of the new title, and it's only fair to keep that in mind.

Our take

Here at the Underworld Lordz newsroom, we like the direction. The racing genre needs ideas that go beyond better graphics or more cars in the garage, and a run-based structure is a bold bet. For competitive players, a format like this could be gold: short sessions, clear goals and a mastery curve that rewards consistency. The same goes for content creators: every run is a clip, a challenge or a stream with built-in tension, which is far easier to tell as a story than yet another cup in a career mode.

That said, it's time to be critical. This is an opinion column, not a review of the finished game, and its author openly admits a soft spot for the original Racer. On top of that, runs carry an obvious risk in a driving game: if randomness carries too much weight, it clashes head-on with the competitive core, where every millisecond should come down to your skill and not the luck of the run. If Galactic Racer wants to win over the competitive scene, it will have to prove that its structure is fair, measurable and comparable between players.

Our stance, in short: cautious optimism. The idea is fresh and could open an interesting door for the genre, but we want to see how it fits with leaderboards, time trials and competitive modes before we start talking about a revolution.

What do you think?

Some players love the classic career mode, while others are tired of grinding through endless championships. Runs promise something fresh, but they also put competitive purity on the line. Can you picture yourself competing in a run-based racing game, or do you prefer the tried-and-true model? Let us know in the team chat or on our Discord.

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