LumiKin
The Crew 2

Review · Action · PlayStation 4 · Xbox One · PC

The Crew 2

By the LumiKin editors

Reviewed: 15 May 2026

PlayStation 4 · Xbox One · PC

Ubisoft · 2018

LumiScore

62/100

Good

Growth (BDS)

47

Risk (RIS)

10

Daily limit

120min

Age guidance

7+

Developmental benefits

B1Cognitive
0.56
B2Social-emotional
0.13
B3Motor
0.75

The Crew 2 offers an exhilarating open-world racing experience across the USA, promoting spatial awareness, hand-eye coordination, and quick reaction times. Players can explore diverse environments, customize vehicles, and engage in competitive challenges, fostering a sense of accomplishment and skill development.

Design risks

R1Dopamine pressure
0.07
R2Monetization
0.04
R3Social risk
0.22

While generally low-risk, the game's competitive nature and emphasis on sharing accomplishments could lead to mild social comparison. The pre-order and deluxe editions offer exclusive content, which might create a slight 'pay-to-advantage' perception, though there are no ongoing microtransactions or loot boxes.

Heads up

  • Monthly spendTypical real-money spend by engaged players: $0–0/mo.
Avg playtime~5 hReviewedMay 2026How scores are calculated →

Parents ask…

Is The Crew 2 safe for kids?

LumiKin gives The Crew 2 a LumiScore of 62/100, recommended for ages 7 and up. It offers solid benefits but needs parental guidance on the risks.

What age is The Crew 2 appropriate for?

LumiKin's rubric recommends a minimum age of 7+ for The Crew 2 (T), based on benefits, risks, and content review.

How long should kids play The Crew 2?

LumiKin's recommended play time for The Crew 2 is Up to 2 hours/day, calibrated to the game's dopamine, monetization, and social-pressure profile.

What are the main risks of The Crew 2?

While generally low-risk, the game's competitive nature and emphasis on sharing accomplishments could lead to mild social comparison. The pre-order and deluxe editions offer exclusive content, which might create a slight 'pay-to-advantage' perception, though there are no ongoing microtransactions or loot boxes.