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Motorslice | Review Thread

Draugoth

Gold Member



Platforms:

  • PC (May 5, 2026)
  • PlayStation (May 5, 2026)
  • PC (May 5, 2026
Trailer:

Review Aggregator:

OpenCritic - 75 average - 63% recommended - 16 reviews

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Critic Reviews

But Why Tho? - Matt Sowinski - 6 / 10

Motorslice has some cool moments, but they're largely lost in stale and dated gameplay and weirdly sexualized beats.
CGMagazine - Robin Melrose - 7.5 / 10

Even though I found the gameplay loop to be just okay, it's the world that drew me in and kept me totally hooked.
COGconnected - Jaz Sagoo - 66 / 100

Motorslice has the heart and soul of a classic adventure title, but it lacks modern sensibilities that sometimes hinder the experience.
Gamer Social Club - Harry Glynn Jones - 9 / 10

In an era where so many games seem terrified of simplicity, Motorslice feels confident enough to strip everything back to movement, atmosphere, and momentum, and it is all the better for it.
In short, chainsaw go brrrrrrrrrrrrrrrrrr.
Impulsegamer - Nay Clark - 4.5 / 5

MOTORSLICE is a game that thrives on its feel. Moving through its world, chaining together actions, and carving through enemies with your chainsaw is consistently satisfying. The mystery of its story, the creativity of its mechanics, and its strong visual style all come together in a way that feels genuine. While some of its oddities can get in the way and cause frustrating or unfair restarts, there's a clear sense that it was made with a love for games and experimentation. MOTORSLICE ultimately leaves a lasting impression thanks to its exploration, movement-focused gameplay, and a world that leaves room for interpretation, with mechanics that feel deeply connected to its massive structure.
Niche Gamer - Eustace - 6.5 / 10

While MOTORSLICE starts out great, it can get unwieldy the longer you play it (read: it became too difficult for me). Despite this, MOTORSLICE can be quite fun with its clear, singular vision and brutalist style.
NoobFeed - Zahra Morshed - 67 / 100

Motorslice is an excellent illustration of how focused design can work. It loves itself just the way it is, warts and all, which makes for an amazing experience. People who are willing to work with it and get past its problems can gain something extremely special: a direct link between you and the movement.
Pizza Fria - Leandro Felippe de Paiva Gomes - Portuguese - 7 / 10

MOTORSLICE succeeds in its main promise. The game delivers fun parkour, good boss battles that truly evoke a sense of grandeur from these machines, and well-designed environments capable of conveying the feeling of strangeness and loneliness characteristic of liminal settings.
República DG - Ruancarlo Silva - Portuguese - 8.6 / 10

Motorslice takes mechanics from several classic games and creates a unique, highly addictive blend. The game definitely deserves a spot on the lists of the best indie games of 2026.
SmashPad - Andrew Farrell - 3 / 5

This is a fairly unique game that's pretty impressive in some ways, given its indie nature, but the controls and signposting simply aren't good enough. With some tweaks to the platforming, wall running, and wall chainsawing, this would be a far better game, but as it stands, it's too frustrating for general audiences, even if I think most people interested in the concept will still be able to overlook its many foibles.
So Many Games - Jesse Hazel-Greer - 4 / 5

MotorSlice is an exceptional platformer and titan battler with a cinematic style and a chill atmosphere in which you fight construction equipment with a chainsaw. The combat and parkour challenges rise in difficulty in a way that is ingenious, gradual, and inviting. The protagonist is bizarrely objectified. The setting is imposing and hostile. The game was immensely fun over the roughly 14 hours I played.
The Outerhaven Productions - Scott Adams - 4 / 5

Overall, I enjoyed my time with Motorslice. It does a great job of blending its two main elements of parkour and chainsaws, although the use of both at the same time is a bit janky. The chainsaw is fun to use as a weapon against the construction-type enemies and especially in the boss fights. The parkour makes for an exciting romp through the varied and creative obstacle courses. The bits of personality on display from P and Orbie provide some really sweet moments that help give you a break from the action. Motorslice is a delightful second game from Regular Studio that brings with it the potential for more adventures with P down the line.
Twisted Voxel - Salal Awan - 7 / 10

Motorslice delivers a visceral, momentum-driven thrill when its chainsaw-powered parkour clicks, yet it frequently stalls due to finicky context-sensitive controls and repetitive level design. While its "Shadow of the Colossus" style bosses provide high notes, the thin world-building and average combat prevent this dystopian sprint from truly reaching its peak.
Use a Potion - 7.5 / 10

Motorslice is a blast to play and makes for some exciting platforming action, though some occasional missteps prevent it from achieving greatness. Don't get me wrong, the mix of chainsaws and parkour is absolutely a winning combination, whilst the boss battles are a true spectacle. It just lacks the modern polish needed to smooth over its rough edges, mostly with the sometimes janky controls that can make for some frustrating moments.
Believe me, there's a lot more good than bad here and I'd absolutely recommend Motorslice to those who loved the classic 3D platformers of yesteryear… it's just more of a flawed gem than a must-play experience.
VDGMS - Darren Andrew - 8 / 10

MOTORSLICE is a love letter to Shadow of the Colossus that boldly attempts to capture that magic in a bottle and it mostly succeeds because it takes the elements that made it a classic and fuses them together with a Prince of Persia style parkour movement, a Mirror's Edge style art direction, in a post apocalyptic setting dripping with atmosphere and style. MOTORSLICE checks most of the boxes: Massive and mysterious world, isolated protagonist and storytelling minimalism. Unfortunately, the one area where it needed to be flawless was the boss battles, which were inconsistent and the controls needed to be slightly more precise to meet the insane challenges that MOTORSLICE throws your way.
The task was colossal, but MOTORSLICE manages to capture most of the magic by offering something that feels both fresh and familiar.
WayTooManyGames - Kyle Nicol - 7.5 / 10

Some minute frustrations aside, Motorslice really had its hooks in me. It pulls together elements from some of my favourite games and turns them into something that's genuinely fun to play. I had a great time exploring its world, experimenting with movement, and yes, parrying massive construction machines just because it looks and feels cool.
 
Have this downloaded and ready, will put in some hours tomorrow and see how it feels.

Read that the controls aren't exactly the most responsive and floaty for the kind of precise platforming it requires at times tho.
 
This is heavily influenced by Prince of Persia.

It's a bit potato, it does not look good and there are some janky parts to it, but at it's core it's like Prince of Persia.

Most of the game is platforming segments where you wall-run and swing on poles and all the classic Sands of Time stuff. Then once in a while you have some combat segments, you can only take one hit so it almost feels like a puzzle, but most of the game so far is platforming. Maybe it will get more combat-heavy later but it's very light on it so far.

I really like this, if you liked the Prince of Persia 3D trilogy, you should try it.
 
I'm in chapter 5 or 6.
yeah, it's basically Sands of Time style platforming (they even have the optional overview camera mode) with some combat here and there, while boss fights are inspired by Shadow of the Colossus.

the scale of the environment is massive, and you can often see all the way back from where you came as you ascend through the mega structure, which is cool.

oh and there's some fan service with the main character. in cutscenes you have dialogue options as Orbie (the character that represents the camera) and you always have the option to answer in a normal way, or just say unhinged shit to lust over her 😂... at one point she takes her shoes off and one dialogue option is "sniff sniff" 😆. but she doesn't actually understand you as you only do beep sounds.
you can even make her step on you if you move Orbie on the floor in front of her lol

its main issues are a bit of jank, especially during combat... and that it is Unreal Engine 5 with Lumen... so expect the lighting to look broken at times and some serious framedrops (at least on Series X) in some spots.
 
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This is heavily influenced by Prince of Persia.

It's a bit potato, it does not look good and there are some janky parts to it, but at it's core it's like Prince of Persia.

Most of the game is platforming segments where you wall-run and swing on poles and all the classic Sands of Time stuff. Then once in a while you have some combat segments, you can only take one hit so it almost feels like a puzzle, but most of the game so far is platforming. Maybe it will get more combat-heavy later but it's very light on it so far.

I really like this, if you liked the Prince of Persia 3D trilogy, you should try it.
I think the orbs you collect around the enviroment protect you from attacks once
 
I think the orbs you collect around the enviroment protect you from attacks once
no. but you also don't die from 1 hit from every enemy. the basic small excavators kill you in 2 hits, and stuff with blades (or big bosses) kill in 1 hit.

also you can parry any attack by attacking at the same time (you can even parry environmental hazards, which is an achievement btw)
 
no. but you also don't die from 1 hit from every enemy. the basic small excavators kill you in 2 hits, and stuff with blades (or big bosses) kill in 1 hit.

also you can parry any attack by attacking at the same time (you can even parry environmental hazards, which is an achievement btw)
I had it happen to me once, though i'm not sure if it happens automatically or its an alternatuve version of the parrying

 
I had it happen to me once, though i'm not sure if it happens automatically or its an alternatuve version of the parrying



ok lol, I never did this. but if you get hit by the excavators you usually don't die in one hit, instead you'll have a pounding heart thing come up that goes away after a while
 
Played through this over the weekend and earned all achievements on Series X (gamepass). I thoroughly enjoyed it.
Would love a physical release in the future
 
The orb collecting works very much like the strawberries in Celeste. Despite its strong influences, It has an unique identity. Should be among the best platformers this year.

Did they forget to add textures to the fucking architecture? Looks like trash.

Its a game made by two people, a true indie, unlike the other tongue simulator.

The graphics match the brutalist style they are going for.
 
I liked the demo enough to get it at some point. I don't get what collecting the orbs and sending them away in the triangle sections did. But I like their shadow of the colossus take on bosses.
 
So what exactly do the orbs do? are they a currency for upgrades? I keep finding them and depositing them to the glowing triangles but nothing has come of it so far.


Did they forget to add textures to the fucking architecture? Looks like trash.

I kinda thought the same thing, lol.

The world looks like it's those polygon meshes before textures are applied to them.

Which makes the fact that the game is SO FUCKING SOFT for the IQ even surprising. It looks like its running a very low resolution being up-scaled via Unreal Engine's TSR. At leastt the performance is rock solid (so far).

I love the adorable little wall-e enemies.

Some direct Series X shots from my own console.


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So what exactly do the orbs do? are they a currency for upgrades? I keep finding them and depositing them to the glowing triangles but nothing has come of it so far.

they are just collectables and act as challenges as time goes on. they get harder and harder to collect, and some will eventually have a timer.


Which makes the fact that the game is SO FUCKING SOFT for the IQ even surprising. It looks like its running a very low resolution being up-scaled via Unreal Engine's TSR. At leastt the performance is rock solid (so far).

You're surprised a UE5 game has bad image quality? UE5 games using lumen need about 10x the hardware power to give you graphics quality on par with last gen games. so this shouldn't be surprising.
 
You're surprised a UE5 game has bad image quality? UE5 games using lumen need about 10x the hardware power to give you graphics quality on par with last gen games. so this shouldn't be surprising.

There have been UE5 games with better IQ , at least in this case I'd though the barren world would allow higher DRS.

Having fun with the game but the IQ is probably up there as the softest on console.
 
they are just collectables and act as challenges as time goes on. they get harder and harder to collect, and some will eventually have a timer.

I skimmed through it but I recall one of the tool tips saying that a bot can take one hit for you, does that mean I need to keep one un-deposited with me at all times to benefit from that?
 
I skimmed through it but I recall one of the tool tips saying that a bot can take one hit for you, does that mean I need to keep one un-deposited with me at all times to benefit from that?

that's just a joke mechanic I think lol. I didn't even know how it worked until I saw the video above because I never used it. I mean, I guess you could... but it you lose the orb you'd have to go back and recollect it, which you often can't without going back to the main menu and manually selecting the previous checkpoint
 
I haven't played a game this boring in a long time. The world feels exactly the same the entire time, the controls are clunky, and a lot of the platforming sections end up being frustrating because of the terrible camera. The combat is completely awful too, with what feels like only two enemy types repeated over and over.

The only somewhat interesting parts are the boss fights, which reminded me a bit of Shadow of the Colossus, but even those are ridiculously easy.
 
Played until the end of the second boss.

I'm kinda ehh on the game. Ever since kevboard kevboard told me that the bots you collect are just challenges, there's no upgrade path or anything tied to them, I've mostly just ignored them and just focused on forward progression, and it's been more fun for me that way.

Pro:
- Fun platforming
- I like how horny your partner bot is on main.

Cons:
- The world looks completely untextured
- Controls are very floaty, leading to a lot of unwitting falls
- There's not really much to do in the game, as in little to no variety in the things you do.





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Played until the end of the second boss.

I'm kinda ehh on the game. Ever since kevboard kevboard told me that the bots you collect are just challenges, there's no upgrade path or anything tied to them, I've mostly just ignored them and just focused on forward progression, and it's been more fun for me that way.

I am someone who can't walk past collectibles lol.



Cons:
- Controls are very floaty, leading to a lot of unwitting falls

change the camera mode to whatever the option after floaty is called, that massively improves the controls already.
also get good at using the crouch in the air to get a bit more air control if needed, and at using your attack to correct your jump arch on the spot.

there's some advanced movement tech you can do with both that probably leads to hilarious speedrun tech lol.
like, I'm not sure if what I did here was intended...
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Really, REALLY don't like the character designs.

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It's basicaly Temu 2B.

in that cutscene there you can call her a good girl for noticing those holes 🤣 that's the "unhinged" dialog option for that scene

I'm choosing all the unhinged dialogue scenes, lol. Wonder if it even has any payoff.

Also, didn't realize but you can 'interact' with the girl during the rest scenes, even an achievement for it (along with moans).
 
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The controls are very responsive and later on lead to very crazy parkour sections. You need to get used to intertia, like in Celeste. The "combat" is not combat as such. Enemies are rogue machines that you must dispose of. In later levels, they are hidden or located in places with dangerous obstacles. the game is not about fighting but figuring out the right path to get around the map.

On gameplay, my only complaint is the camera. Some rooms are too big and the drone doesn't zoom out, leaving you exposed to unexpected falls or deadly traps.
 
Even with the non-floaty camera setting*, the games base controls itself are still its biggest hindrance.

Running into a lot of the older Assassins Creed issue where the jumping and wall running can be incredibly eratic. Just a milimeter of the analog stick being in the wrong direction makes the girl leap to her death.

A little bit more friction to the hold points and/or wall runs would have gone a long way.



* I don't know why the non-floaty isn't default. Also, I shudder to think who will play the game with the Cinematic camera.
 
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Even with the non-floaty camera setting*, the games base controls itself are still its biggest hindrance.

Running into a lot of the older Assassins Creed issue where the jumping and wall running can be incredibly eratic. Just a milimeter of the analog stick being in the wrong direction makes the girl leap to her death.

A little bit more friction to the hold points and/or wall runs would have gone a long way.



* I don't know why the non-floaty isn't default. Also, I shudder to think who will play the game with the Cinematic camera.
I haven't had any issue in that regard so far (unless i'm trying to do weird stuff), though i'm using a controller.
 
I haven't had any issue in that regard so far (unless i'm trying to do weird stuff), though i'm using a controller.

The newly introduced mechanic of being able to swap Motorslicing from horizontal to vertical is annoying as all hell and it's taking me a good while to get used to it.
 
That's a complicated mechanic that takes quite a few deaths just to start making progress. Precisely, I'm stuck on chapter 6 in a placer where they combine that one with wall-running. The inertia management needs to be almost perfect to land on the right spot.
 
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I haven't had any issue in that regard so far (unless i'm trying to do weird stuff), though i'm using a controller.

it does have the typical issues games run into that have what I call "jump magnetism",
where sometimes the character tries to do something you didn't actually intend to do.

Sands of Time and the pre-reboot Crystal Dynamics Tomb Raider games had the same issue.
this also makes it often hard to judge how far you can actually jump, as your jump distance changes dynamically based on how the "jump magnetism" influences your trajectory.

an egregious version of this is of course found in Uncharted, where basically your entire platforming is almost 100% done through predetermined jump distances, where in some moments you can somehow jump across insane distances, while your base jump is super short and puny.

Motorslice has less magnetism than the Tomb Raider games, and far less than Uncharted (Uncharted's is so extreme that I'd call its entire climbing and platforming system essentially a fake game mechanic, because it's almost fully automated and actively prevents you from doing a wrong jump in some situations), but it's still noticeable in Mortorslice
 
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it does have the typical issues games run into that have what I call "jump magnetism",
where sometimes the character tries to do something you didn't actually intend to do.

Sands of Time and the pre-reboot Crystal Dynamics Tomb Raider games had the same issue.
this also makes it often hard to judge how far you can actually jump, as your jump distance changes dynamically based on how the "jump magnetism" influences your trajectory.

an egregious version of this is of course found in Uncharted, where basically your entire platforming is almost 100% done through predetermined jump distances, where in some moments you can somehow jump across insane distances, while your base jump is super short and puny.

Motorslice has less magnetism than the Tomb Raider games, and far less than Uncharted (Uncharted's is so extreme that I'd call its entire climbing and platforming system essentially a fake game mechanic, because it's almost fully automated and actively prevents you from doing a wrong jump in some situations), but it's still noticeable in Mortorslice
I find the magnetism happens on the steel bars you can hang off of or those orange pipes you can stand on. Don't see them on common jumps or any sort of wall jump/riding.

On a side note, i like how the game doesn't give a shit and just lets you skip big segments with just some weird parkour.
 
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