iRacing Arcade review (PS5)

The iRacing name carries some very specific expectations, so attaching the word “Arcade” to it is an interesting proposition from the outset. Developed by Original Fire Games and iRacing, this is a much lighter and more immediately accessible take on motorsport than its famous simulation-focused sibling, trading detailed setups and intimidating realism for stylized visuals and straightforward racing. On PlayStation 5, it feels like a natural fit for players who want to jump behind the wheel without first having to study the intricacies of competitive motorsport, although its simplicity sometimes comes at the expense of the depth and variety needed to keep the experience exciting over the long term.

The racing itself is where iRacing Arcade makes its strongest case. The cars are easy to control and remarkably approachable, but that doesn’t mean they all feel completely interchangeable. Different categories have their own characteristics, and there is enough influence from braking, cornering and track position to make chasing a clean lap satisfying. There are also traces of simulation running underneath the colorful arcade exterior, with vehicle damage, tyre wear and fuel consumption all capable of affecting a race. Longer events can therefore require some attention to tyre condition and fuel strategy, while manually driving into the pits and positioning the car correctly gives pit stops more involvement than might be expected from such an accessible racer.

This mixture of arcade handling and simplified motorsport systems works well because it gives the races a little more texture without overwhelming newcomers. Cars have generous grip, but attacking every corner without braking is still not an option, and kerbs can unsettle the vehicle enough to punish careless driving. Damage also has tangible consequences, while worn tyres gradually reduce grip and affect lap times. The exaggerated slipstream and occasionally chaotic wheel-to-wheel racing push things further towards the arcade side of the spectrum, creating a game that is at its best when players are fighting for position rather than simply driving alone.

Unfortunately, the AI can make those fights a little too chaotic. The computer-controlled drivers are generally quick and capable of putting up a serious challenge at higher difficulty levels, but their aggression can become frustrating when they repeatedly make contact or force the player off the circuit. We’ve also seen AI drivers exploiting particular corners in ways that should lead to penalties, creating unexpectedly large gaps in the field. Difficulty balancing appears somewhat uneven as well, with races sometimes feeling unusually challenging before becoming considerably easier as progression continues. We enjoyed the energy this aggressive racing brings to the track, but it doesn’t always feel like the AI is playing by quite the same rules.

Career mode provides the main structure for everything outside the races. Players progress through racing weeks and management periods, earning money and resources before returning to their Campus to expand the team’s facilities. Buildings unlock different boosts that can be applied before races, offering advantages related to areas such as grip, power and pit stops, while additional drivers can eventually be recruited to take part in events. The Campus can also be customized with roads, decorations and other visual additions, giving the team a stronger sense of identity than a simple menu-based progression system would have provided.

The idea is a good one, although the management side doesn’t always develop into something particularly compelling. Some of the boost systems feel more interesting than the actual construction and team management, especially because the available bonuses can add another tactical consideration to a racing week. Deciding when to use limited boosts can be worthwhile, but the underlying building and upgrade systems are relatively basic and don’t always provide the sense of meaningful development that the premise suggests. Free Play also appears to offer more detailed control over options such as AI behavior, tyre wear, fuel consumption and damage than Career mode, making the latter feel unnecessarily restrictive in places.

Content is the game’s most obvious weakness. The selection of tracks includes recognizable licensed circuits that have been cleverly adapted into compact, stylized versions of their real-world counterparts, and seeing locations such as Imola, Bahrain and Mexico presented at this smaller scale gives iRacing Arcade plenty of charm. The circuits are recognizable without trying to be literal simulations, and the reduced layouts suit the quick-fire nature of the racing well. However, the available selection starts to feel familiar surprisingly quickly, with the Career mode revisiting the same circuits too frequently in successive championships.

The car selection feels even more limited. There is a range of motorsport categories represented, from smaller road cars and touring-style machinery to open-wheel cars and prototypes, but the number of individual vehicles is low and grid variety is minimal. That makes the opening hours more varied than the raw numbers might initially suggest, but it also means repetition sets in faster than it should. Given the breadth associated with the wider iRacing brand and Original Fire Games’ previous racing work, we expected a little more here, especially for a game that is built around returning to the track week after week.

The PlayStation 5 presentation is clean and appealing. iRacing Arcade embraces a colorful, miniature-like visual style that gives its cars, circuits, team members and facilities a playful identity of their own. It isn’t trying to compete with photorealistic racers, and that works in its favor. The compact tracks look good, the sense of speed is occasionally enhanced with subtle visual effects, and the overall presentation is easy to read at a glance. Performance is solid, which is particularly important in a racing game where responsive controls are central to the experience.

There are limitations to the presentation, though. Track conditions appear largely fixed, with little environmental variation to keep familiar circuits feeling fresh. The absence of changing weather or different times of day becomes more noticeable as repetition sets in. Audio is functional rather than spectacular as well: the different vehicle categories have some audible distinction, but the engine sounds aren’t especially convincing and can become tiresome during longer sessions. Controller handling, on the other hand, is intuitive and responsive on console, although the lack of button remapping is an unfortunate omission for players who prefer different control layouts.

Online racing should theoretically be one of iRacing Arcade’s biggest attractions, but its current implementation is surprisingly restrictive. Multiplayer supports races with up to 11 players, yet there is no conventional matchmaking system to easily place players into public races. Instead, the experience is largely dependent on private or community-organized lobbies, meaning that anyone without friends who own the game or an active group to join may struggle to experience the multiplayer side as intended. Global time trials provide another competitive outlet and help extend the game’s lifespan, but they are ultimately a solitary challenge rather than a replacement for proper online racing.

iRacing Arcade succeeds because the fundamentals of driving are genuinely enjoyable. It takes elements normally associated with more serious motorsport games and makes them understandable without stripping them away completely, resulting in an accessible racer where tyre wear, damage, fuel and pit stops still matter. The colorful presentation and compact licensed circuits give it a distinctive personality, and the Career mode provides enough progression to make individual races feel connected. At the same time, the small car roster, limited track variety, uneven AI behavior and restrictive multiplayer prevent the package from reaching its full potential.

We had fun with iRacing Arcade, particularly when its accessible handling and aggressive racing produced close battles, but it feels like a promising foundation rather than a fully developed long-term racer. It should be an easy recommendation for newcomers who want a friendly introduction to motorsport games or for younger players looking for something more relaxed than a traditional simulation. More experienced racing fans may also enjoy it as a lighter alternative for short sessions, but they are likely to notice its lack of depth and variety much sooner. The result is a charming and competent arcade racer that understands the value of making motorsport approachable, even if it doesn’t yet offer enough content or online infrastructure to keep that momentum going indefinitely.

Score: 7.1/10

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