Despite a relatively low occupancy, the tracks and ships are incredibly detailed and highly varied. The controls used to be very awkward, but clearly the developer has put in much effort to correct the control scheme and hence it now feels very smooth and controllable. All three control scheme work very well to this stage. Phase after phase (Game major updates), more new mechanics are added which adds to the diversity of this game. The initial concept of polarity gate racing is very unique, and building upon it makes it even better. Its Phase 2 was a great example of building upon this concept. Phase 3 is something quite different though which I will elaborate on later...
Many people complained of the absence of combat mechanics and so that has come into the picture as well! And the best part is, the combat experience feels totally different from the conventional combat racing games. In those conventional games you run into some place (Such as an item pad or a more obvious item box in the case of Mario Kart) and pick up a weapon. Then you fire that weapon...and it's gone. But Repulze is different. Repulze's unique polarity mechanics (Alongside with its boost charge bar) makes the weapon system different altogether. By retaining a certain boost level by grabbing polarity gates, your weapon you currently get at that level is UNLIMITED. That's right, you get to fire up that weapon infinitely as long you don't use up your boosts. Speaking of boosts, that also means that combat gets a bit tactical as well, you can choose to boost past your competitors or reserve them to shoot 'em up. And with unlimited weapons ultimately mean non-stop action (Can you imagine all these is on your MOBILE DEVICE?!?!) and non-stop firing. It gets really fun blowing opponents with your unlimited amount of weapons. The catch is, you got to catch them first, because they run really fast but that doesn't stop them from targetting you (They target each other too so don't worry about biasness). About targetting, it's entirely automatic so you could concentrate on being obssessed with the combat action. But watch out for opponents targetting you, that'll mean you need to dodge their lock-on, and that's something you hardly see in conventional racing games as well.
The game is excellent, but with a few minor flaws. The bonnet camera view doesn't feel very realistic as the camera doesn't bank as your hovercraft does. Also, during a breakdown, the view should either go crazy for a brief moment or at least the HUD should "screw up" (By using static screens) rather than just bouncing up for a brief moment. The lag occuring on Last Station still sometimes exist, though much more easily solved now. I do hope to see a Phase 4 coming soon, it'll be a pity to stop developing this game further, and hopefully it'll take more of our consumers' opinions into consideration.
As a last note, the IAPs are completely optional and can be "earned" through normal gameplay. The only ones that can't be earned are the gold paint schemes of the hovercrafts which ONLY allows you to gain double XP. Pixelbite will NEVER insert any "evil" IAPs in their game which destroys your experience by somewhat enforcing it through making it seem compulsory to buy in order to advance further in their games.