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Home»News»Gaming News»Milestone Details Screamer’s Echo System, a Fighting Game Twist on Arcade Racing

Milestone Details Screamer’s Echo System, a Fighting Game Twist on Arcade Racing

By Keith MitchellNovember 3, 2025
Screamer Reboot Preview-03

Milestone continues to peel back the curtain on Screamer, the upcoming reimagining of the 1990s PC-only arcade racing title that once stood toe to toe with the likes of Ridge Racer and Daytona USA. In the most recent video, Game Director Federico Cardini and Creative Director Michele Caletti break down the gameplay mechanics and explore the Echo System, a defining feature that shapes both the racing and the combat, and reflects Milestone’s own passion for fighting games.

As mentioned in an earlier interview with the developer, many members of the Milestone development team are lifelong fighting game fans. That influence bleeds directly into Screamer’s design, where the Echo System functions much like a fighter’s meter management. Every move, counter, and reaction becomes a battle for timing and resource control. It all unfolds while you’re screaming down the asphalt.

The Echo System revolves around two core resources: Sync and Entropy. Sync builds passively through clean, skillful driving or intentionally through an “Active Shift,” a precise, well-timed upshift that complements the car’s automatic transmission. It’s a flexible energy source that can be spent to Boost for a burst of speed or Shield to block attacks. Like a fighter timing their parry or special, a racer who manages Sync well can control the entire pace of the match.

Every choice, however, carries risk. Spending Sync creates Entropy, a volatile energy that powers two offensive techniques: Strike and Overdrive. Strike acts like a quick combo finisher, fast, devastating, and perfect for punishing opponents, while Overdrive is the equivalent of activating a super move. It floods the car with raw power, increasing speed, adding temporary protection, and enabling brutal takedowns. But just like a mistimed combo, one wrong move can backfire, as I found out firsthand when I was able to give the game a try. Crash during Overdrive, and your car explodes, leaving you completely exposed.

Because Strike consumes only a fraction of Entropy while Overdrive uses it all, players must read the match, anticipate openings, and decide when to attack or defend. Each race becomes a duel of wits and precision, where Sync and Entropy flow like momentum in a fighting game.

Screamer Reboot Preview-01

Milestone’s approach transforms Screamer into something rare, a racing game that feels as strategic and expressive as a fighting game. Combined with unique driver abilities and varied vehicle handling, every lap delivers a new mind game. Whether racing solo or online, success depends on timing, skill, and the thrill of outplaying your rivals. With the Echo System at its core, Screamer isn’t just reviving a PC classic. It’s redefining what arcade racing can be, merging speed, combat, and fighting game intensity into one explosive experience.

For a closer look at how Screamer feels in action, check out The Outerhaven’s Screamer hands-on preview, where we dive deeper into how Milestone’s reboot captures the spirit of 90s arcade racing while building something entirely new.

Screamer is currently in development for PlayStation 5, Xbox Series X|S, and PC. While it doesn’t yet have a confirmed release date, Milestone has slated the racer for a 2026 launch window.

Milestone racing game Screamer
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Keith Mitchell
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Keith D. Mitchell is the founder and Editor-in-Chief of The Outerhaven, where he has been covering video games and technology for more than 14 years. A lifelong PC gamer, he began building PCs at just eight years old and still loves talking about hardware as much as playing games. His passion for challenging experiences has made him a devoted Soulslike fan, having beaten nearly every FromSoftware release. Keith regularly attends major gaming and technology events to bring firsthand coverage to readers, and continues to enjoy writing about the games and gear that shaped his love for the industry.

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