It’s hard to find a modern open-world game that doesnโt let players run around freely, but given the massive scale of today’s maps, simple running often isn’t enough. While many titles rely on drivable vehicles or tamed mounts to speed up exploration and progression, a special few disregard those conventional means entirely. Instead, they boost running speeds to near-superhuman levels, focusing on making traversal a core, exhilarating part of the gameplay.
This approach, centered on open-world superhuman sprint abilities, makes moving around the world far more fun, and for seasoned players, returning to other games afterward can feel almost restrictive. This list explores the definitive games where you don’t need cars or mounts to achieve the fastest traversal open-world experience possible, and let you run faster than a Speeding Car.
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These titles prioritize raw, kinetic movement, creating worlds that are as much playgrounds for movement as they are for combat or story. The thrill of zipping across vast landscapes, unhindered by slow travel, is a unique selling point. When you can literally outrun cars super sprint style, the entire game world shifts from being a series of points to connect to an elaborate obstacle course for your powers. This is the new gold standard for no vehicles needed super speed, demonstrating that sometimes the best form of transport is the one already attached to your character’s feet.
๐ฎ inFAMOUS Second Son
Neon Sprint Through the City

| Genre | Action-adventure, Open-world |
| Platforms/Systems | PlayStation 4, PlayStation 5 (via backward compatibility) |
| OpenCritic Reviews | 82/100 (Strong) |
| Release Date | March 21, 2014 |
| Developer(s) | Sucker Punch Productions |
| Publisher(s) | Sony Computer Entertainment (now PlayStation Studios) |
| Engine | Custom inFAMOUS Second Son engine (built for PS4) |
| Prequel(s) | inFAMOUS (2009), inFAMOUS 2 (2011), inFAMOUS: Festival of Blood (2011) |
| Franchise | inFAMOUS |
| Xbox Release Date | N/A (PlayStation exclusive; no official Xbox port) |
| Where to Play | PlayStation Store (digital on PS4/PS5), physical PS4 discs (playable on PS5), retailers like Amazon/GameStop |
Sucker Punch’s inFAMOUS Second Son is a masterclass in superhero city navigation, especially once protagonist Delsin Rowe gains access to the powerful neon sprint infamous second son ability. This power transforms Delsin into a blur of light, enabling a truly exhilarating mode of travel. By absorbing neon light from city signs, Delsin can engage in a continuous light-speed dash neon run, gliding over surfaces, running up the sides of buildings, and covering vast distances across the fictionalized Seattle faster than any vehicle could.
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The light-speed dash neon run isn’t just a simple speed boost; it integrates seamlessly with the city’s verticality and architecture. Players find themselves naturally chaining together traversal moves, from leaping off rooftops to instantly accelerating down a street, all with a fantastic visual flair. This emphasis on kinetic energy makes for one of the most satisfying examples of fastest traversal open world in recent memory, proving that movement can be as much a reward as a weapon in a vast, interactive environment.
๐ฝ Saints Row IV
An Unrestricted Super Sprint Experience

| Game Title | Saints Row IV (Re-Elected on newer platforms) |
| Genre | Action-adventure, Open-world |
| Platforms/Systems | PC (Steam, Epic, GOG), PlayStation 3, PlayStation 4, Xbox 360, Xbox One, Xbox Series X/S (backwards compatible), Nintendo Switch, Linux |
| OpenCritic Reviews | 75/100 (Re-Elected edition, 62 critics, “Strong” rating) |
| Release Date | August 20, 2013 (North America, PS3/Xbox 360/PC); August 23, 2013 (Worldwide) |
| Developer(s) | Volition |
| Publisher(s) | Deep Silver |
| Engine | CTG Engine (Core Technology Group, proprietary) |
| Prequel(s) | Saints Row: The Third |
| Franchise | Saints Row |
| Xbox Release Date | August 20, 2013 (Xbox 360); January 20, 2015 (Xbox One, Re-Elected) |
| Where to Play | Digital purchase on Steam, Epic Games Store, GOG, Microsoft Store (Xbox/PC), PlayStation Store (PS4/PS5), Nintendo eShop (Switch); Xbox Game Pass (occasional); physical copies available used |
Saints Row IV took the franchise’s penchant for absurdity to a galactic level, transplanting its characters into a virtual simulation of Steelportโand handing them all-powerful abilities. The introduction of the super sprint Saints Row 4 power fundamentally broke the game’s open world, in the best possible way. Gone were the days of driving, as players could now achieve a breakneck super sprint velocity that makes a mockery of all conventional traffic laws and physical limitations.
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With the super sprint Saints Row 4 ability fully upgraded, the player character can run so fast that they literally knock cars out of their way and rocket up skyscrapers in a single bound. It is the ultimate expression of the open world superhuman sprint concept, delivering a sensation of boundless freedom. It completely redefines the term “fast travel,” turning every trip into an amusingly destructive dash across the city, making vehicles utterly obsolete and embodying the sheer joy of unchecked, chaotic movement.
๐งช Prototype
Alex Mercer Run Fast and Wall Run City Blocks

| Game Title | Prototype |
| Genre | Action-Adventure, Open-World Sandbox |
| Platforms / Systems | PlayStation 3, Xbox 360, PC PlayStation 4, Xbox One, PS5, Xbox Series X |
| OpenCritic Reviews | Not listed (Metacritic: 79/100) |
| Release Date | June 9, 2009 (NA) June 12, 2009 (EU) |
| Developer(s) | Radical Entertainment |
| Publisher(s) | Activision |
| Engine | Titan Engine |
| Prequel(s) | None (6-issue DC Comics miniseries as story prequel) |
| Franchise | Prototype (2 games + comics) |
| Xbox Release Date | June 9, 2009 (Xbox 360) July 14, 2015 (Xbox One โ Biohazard Bundle) |
| Where to Play (2025) | PlayStation 3, Xbox 360, PC, PlayStation 4, Xbox One, PS5, Xbox Series X |
The original Prototype introduced gamers to Alex Mercer run fast gameplay, a dark, satisfying take on bio-engineered parkour and speed. Alex, a shapeshifting protagonist, possesses an inherent agility and velocity that allow him to effortlessly scale buildings and leap across entire city blocks. His ability to wall run city blocks, prototype style, is a defining feature, giving the player unparalleled freedom of movement across Manhattan.
Alex Mercer runs quickly, becoming the only way to play, as his momentum-based traversal system allows for spectacular acrobatic feats combined with immense speed. The visceral feeling of running down the side of a skyscraper and then launching into the air is a core part of the experience. It perfectly captured the raw, predatory feeling of playing as a super-powered being, solidifying the game’s reputation for having one of the most engaging and organically fast traversal systems.
โจ Forspoken
Art of Blazing Fast Magic Parkour

| Game Title | Forspoken |
| Genre | Action Role-Playing Game (Action RPG), Open-World |
| Platforms/Systems | PlayStation 5, PC (Windows via Steam, Epic Games Store, Microsoft Store) |
| OpenCritic Reviews | 66/100 (Fair, 30% Recommended, 150 critics) |
| Release Date | January 24, 2023 (PS5 & PC) |
| Developer(s) | Luminous Productions |
| Publisher(s) | Square Enix |
| Engine | Luminous Engine |
| Prequel(s) | None (standalone title; “In Tanta We Trust” DLC is a prequel story expansion) |
| Franchise | Forspoken (debut/original IP, no ongoing franchise) |
| Xbox Release Date | Not yet released (PS5 timed console exclusive until ~January 24, 2025; no official date announced as of November 2025) |
| Where to Play | PS5 (disc/digital), PC (Steam, Epic Games Store, Microsoft Store/Windows); Xbox version pending |
Forspoken brought a fresh approach to the genre with its unique focus on a fantastical movement system called magic parkour. The protagonist, Frey Holland, uses a blend of magical abilities to blazing fast magic parkour across the massive, treacherous world of Athia. This isn’t just about speed; it’s about flow and verticality, chaining together dashes, leaps, and glides that feel responsive and dynamic.
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The blazing fast magic parkour system in Forspoken transforms the desolate yet beautiful open world into a constant opportunity for skilled movement, offering a constantly satisfying sense of progression and mastery. As players unlock more abilities, Frey’s traversal becomes smoother and faster, turning long journeys into dazzling displays of magical athleticism. The fluid, high-speed movement proves that magical powers are a fantastic basis for creating an exciting open-world superhuman sprint experience, one that is truly unique among its peers.
๐ฆ Sonic Frontiers
Embracing Sonic High Speed Open Maps

| Game Title | Sonic Frontiers |
| Genre | Platformer, Action-Adventure, Open-Zone (Open World-inspired) |
| Platforms/Systems | PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Nintendo Switch, PC (Steam, Epic Games Store) |
| OpenCritic Reviews | 71/100 (Fair) – 137 critics, 56% recommend, ranked in bottom 44% of games |
| Release Date | November 8, 2022 |
| Developer(s) | Sonic Team |
| Publisher(s) | Sega |
| Engine | Hedgehog Engine (proprietary, in-house) |
| Prequel(s) | Sonic Forces (2017 immediate predecessor); Prologue media: Sonic Frontiers Prologue: Convergence (comic), Sonic Frontiers Prologue: Divergence (animated short) |
| Franchise | Sonic the Hedgehog |
| Xbox Release Date | November 8, 2022 (Xbox One, Xbox Series X/S) |
| Where to Play | 71/100 (Fair) – 137 critics, 56% recommend, ranked in the bottom 44% of games |
The franchise’s jump to a true open-world environment required a significant overhaul of its mechanics, resulting in the expansive Sonic Frontiers open zone speed system. This title finally allows the Blue Blur to unleash his full potential in vast, freely explorable environments. The game is specifically engineered to accommodate sonic high-speed open maps, blending traditional platforming elements with massive exploration zones.
The exhilarating feeling of building up momentum and reaching incredible velocities across the islands is central to the fun, effectively capturing the iconic sense of speed that defines the character. With Sonic Frontiers’ open zone speed, the traversal itself is the primary challenge and reward, encouraging players to find the optimal routes to maintain their blur-like velocity. It is a thrilling realization of the character’s legacy, proving that his raw speed alone is more than enough to conquer an open world without the need for additional vehicles.
โ๏ธ Middle-earth: Shadow of War
Ghostly Dash and Unnatural Speeds

| Game Title | Middle-earth: Shadow of War |
| Genre | Action-adventure, Role-playing (open-world third-person) |
| Platforms/Systems | PlayStation 4, Xbox One, Microsoft Windows (PC); backward compatible on PS5, Xbox Series X/S |
| OpenCritic Reviews | Strong (82/100 average from 154 critics); top 14% of games, 76% recommend |
| Release Date | October 10, 2017 |
| Developer(s) | Monolith Productions |
| Publisher(s) | Warner Bros. Interactive Entertainment (Warner Bros. Games) |
| Engine | LithTech (Firebird) |
| Prequel(s) | Middle-earth: Shadow of Mordor (2014) |
| Franchise | Middle-earth: Shadow (J.R.R. Tolkien’s Middle-earth / Lord of the Rings) |
| Xbox Release Date | October 10, 2017 (Xbox One) |
| Where to Play | PC (Steam, GOG, Xbox PC app / PC Game Pass), PlayStation Store (PS4/PS5), Microsoft Store (Xbox One/Series X |
In both Middle-earth: Shadow of Mordor and its sequel, Shadow of War, the protagonist, Talion, possesses an array of dark, unnatural speeds thanks to his spectral companion, the wraith Celebrimbor. This allows for a unique form of traversal known as the ghostly dash, Shadow of Mordor, and Shadow of War, unnatural speeds. This wraith-assisted movement lets Talion cover considerable ground almost instantly, teleporting short distances and seamlessly chaining together movements like sprinting and climbing.
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The ghostly dash shadow of Mordor power turns Talion into a terrifyingly efficient predator, allowing him to rapidly close the gap on orcs or traverse the harsh landscapes of Mordor with surprising ease. This feeling of being a supernatural entity capable of unnatural speeds is integral to the fantasy. The system, which can be further upgraded to increase speed and traversal efficiency, makes exploring the vast fortresses and wilderness areas less of a chore and more of an empowering experience of supernatural dominance.
๐ The Future of Fast Traversal
These incredible examples highlight a growing trend in open-world game design: prioritizing super speed as the main mode of transport. The shift from relying on external tools to integrating truly spectacular, superhuman movement into the core character mechanics creates a more intimate and kinetic bond between the player and the world. When every path is a potential speedway, the open world transforms into a personal playground of velocity and momentum, forever changing what players expect from their traversal experience.
Shared DNA
What Makes Super Speed Traversal Games Tick
| Similarity Category | Key Design Principle | Impact on Gameplay (The “Why it’s Fun”) | Examples from Games |
| Traversal as Core Mechanic | Movement is prioritized and integrated as an ability system, not just transport. | Encourages constant, creative movement; players actively choose high-speed travel over fast travel. | Super sprint saints row 4 levels up; Neon sprint infamous second son uses energy; Magic parkour forspoken is central to progression. |
| World Design Philosophy | Maps are built with extreme verticality and expansive, unrestricted horizontal space. | The environment is a kinetic playground; allows for maximum velocity and complex, fluid movement chains. | Wall run city blocks prototype utilizes dense urban space; Sonic high speed open maps demand large, unobstructed zones. |
| Focus on Flow and Momentum | Movement systems are designed for seamless transitions, creating a satisfying “flow state.” | Rewards player skill in chaining abilities and maintaining speed; the journey itself feels dynamic and thrilling. | Continuous acceleration in Sonic frontiers open zone speed; chaining the light speed dash neon run across rooftops. |
| Intrinsic Power Source | The speed is an organic part of the protagonist’s identity or powerset, not an external tool (like a car). | Enhances the feeling of being open world superhuman sprint capable; reinforces the fantasy of possessing immense power. | Alex Mercer run fast prototype is biological; Ghostly dash shadow of mordor is spectral; Shadow of war unnatural speeds is wraith-assisted. |
| Vehicle Obsolescence | The character’s speed is so great it renders conventional vehicles impractical or useless. | Creates a sense of true freedom; travel is instant and always available without finding a mount or vehicle. | The ultimate realization of the no vehicles needed super speed fantasy; characters literally outrun cars super sprint style. |
The Enduring Thrill
Superhuman Speed in Open Worlds
The examples we’ve exploredโfrom the neon sprint infamous second son ability to the sheer momentum of sonic frontiers open zone speedโconfirm a powerful truth: the best travel system is often no vehicle at all. By embracing the open world superhuman sprint, developers have transformed massive maps from potential chores into exhilarating playgrounds. When you can experience the fastest traversal open world speeds through raw character power, the game becomes a continuous, kinetic joyride.
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This trend toward no vehicles needed super speed establishes a new benchmark for freedom and engagement. It creates a deep satisfaction that few traditional traversal methods can match. Ultimately, whether it’s the blazing fast magic parkour of Forspoken or the wraith-assisted shadow of war unnatural speeds, these games prove that giving players the power to move like gods is the most effective way to make a truly memorable open world. The future of the genre is fast, fluid, and brilliantly untethered.
FAQs Super-Speed Open-World Games
1. Why do these games focus on superhuman speed instead of traditional vehicles?
These games make traversal an intrinsic power, not an external tool, enhancing the core fantasy of being a super-powered protagonist. This approach, like the super sprint saints row 4 or neon sprint infamous second son, keeps the action centered on the player and transforms the large open world into a kinetic, skill-based playground.
2. Doesn’t this much speed ruin the map and make it too small?
Developers compensate for the speed by designing massive maps with extreme verticality and detail. Instead of making the map feel small, the speed allows players to engage with the world’s full scale quickly, making the act of zipping across distances satisfying rather than tedious, fulfilling the fastest traversal open-world goal.
3. Which game best exemplifies the “no vehicles needed super speed” fantasy?
Saints Row IV arguably pushes this concept the furthest, as its super sprint ability is so ridiculously fast that it literally outruns and destroys cars, making any vehicle completely obsolete. Prototype and Infamous Second Son also nail this fantasy by blending speed with vertical wall run city blocks movement.
4. Is the high-speed parkour difficult to control in games like Forspoken?
While there is a learning curve, the blazing fast magic parkour in Forspoken is designed to flow naturally once players master chaining their abilities. The controls are generally responsive and focus on maintaining momentum, which turns long journeys into rewarding, continuous sequences of dashes and leaps.
5. Why is traversal more engaging in these titles compared to standard open-world games?
In these games, movement is treated as a core mechanic that can be upgraded and mastered, providing constant sensory feedback and a feeling of progression. This approach, exemplified by Sonic Frontiers‘ sonic high-speed open maps, makes the act of traveling itself fun, preventing the boredom that often leads to relying on traditional fast travel.
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