Category Archives: sonic the hedgehog

Sonic Racing: CrossWorlds review: The scenic route

Sonic the Hedgehog and Mario have had a good-natured rivalry for over three decades. While Mario Kart remains the household name when it comes to mascot racing games, Sonic has carved out its own place in the genre over the years. Sega’s latest racer brings the Sonic crew back together in **Sonic Racing: CrossWorlds**, where the key component is track variety. While this game won’t reinvent the racing wheel, it stands as a solid effort in its own right.

### Character Selection and Customization

The Sonic characters available at launch include the series’ most recognizable faces, along with fan-favorites like Big the Cat and newcomers such as Sage from *Sonic Frontiers*. Character selection is one piece of the formula, but *CrossWorlds* goes a step further by featuring total vehicle customization.

There are dozens of parts available right from the start, with additional components unlockable through Donpa Tickets—the in-game currency earned through natural gameplay. This system allows players to craft a vehicle that suits their own playstyle, emphasizing attributes like speed, acceleration, power, or handling.

If tinkering with vehicle parts sounds like too much pressure, the pre-built vehicles work perfectly well too. However, the more interesting aspect of customization involves **Gadgets**, which further enhance a racer’s style. Loadouts allow players to add stat improvements as well as qualities such as quicker drift boosts, starting the race with specific items, increasing the ring cap, or earning bonuses for successfully hitting the starting boost.

Players can equip as many Gadgets as their loadout allows, and the equipment plate grows in capacity as more races and Grand Prix circuits are completed—providing a nice incentive to keep playing. It’s a complex system that encourages experimentation and ultimately feels rewarding when you find the perfect build that suits you.

### Progression and Multiplayer Limitations

The progression system for unlocking vehicle parts and Gadgets is a neat idea but favors the primary player. This works great for solo racers, but in local co-op, the experience is less balanced. While one player can access their unlocked car parts and Gadgets, their partner must use the pre-built options.

Although it’s still possible to compete with only two pre-assigned Gadget slots (such as a quick drift boost), this limitation places the second player at a slight disadvantage compared to someone with five or six unlocked Gadget slots.

### Hitting the Track

All the customization and progression mean little if *Sonic Racing: CrossWorlds* isn’t fun to play—and thankfully, it absolutely is. While the game is primarily focused on car racing, most tracks incorporate air and sea sections as well. Each of these vehicle types has unique qualities and requires distinct strategies.

For example, flying sections involve flicking the right thumbstick to perform air tricks that boost your speed, and the drift meter plays a key role during land racing sections. The variety in racing types also allows for diverse scenery, making *CrossWorlds* a visually stunning game—thanks in large part to the Unreal Engine powering its impressive graphics.

The course design is outstanding, with tracks exuding personality drawn from their source material. This might sound obvious since they’re all from Sonic games, but there are noticeable differences between tracks based on *Sonic Superstars*, *Sonic Frontiers*, *Sonic X Shadow Generations*, and many classic titles.

The atmospheric backgrounds are so vivid they can even be distracting at times, making it easy to crash if you aren’t paying attention.

### Travel Rings: Adding Variety to Races

One of *CrossWorlds*’ biggest additions is **Travel Rings**. At the end of the first lap, the race leader selects a different world—the titular “CrossWorlds”—for the second lap. This is a neat twist that adds variety and surprise to each race.

That said, the illusion of choice here is somewhat limited; the selection usually offers a choice between “World A or Random,” which doesn’t feel like a huge decision. Having three or more options might have enhanced this feature.

Still, the second-lap CrossWorlds are well-designed, distinct, and add tremendous variety to the formula without detracting from the core racing fun.

### Grand Prix Mode and Rivalry System

In traditional Grand Prix mode, *CrossWorlds* uses a rivalry system that injects some narrative, with rivals exchanging banter before each race. This adds enjoyment, though in local multiplayer, the rivalry dynamics seem limited to the first player.

The rivals provide intense competition that can sometimes feel a bit unfair, especially given how tenaciously they stick close during races. Additionally, fans who dislike Mario Kart’s notorious Blue Shell will find similar frustrations here—some of the *CrossWorlds* items target first and second place and are almost impossible to avoid.

Fortunately, players can use Donpa Tickets to re-race if a Grand Prix outing goes poorly, and since these tickets are relatively easy to earn back, this offers a valuable second chance.

### Race Park: Team-Based Competitions

Another mode worth discussing is **Race Park**. While Grand Prix is a free-for-all, Race Park features team-based competitions reminiscent of previous Sonic Racing games.

Some events divide racers into three teams or two teams, while others are more traditional individual races with special rule sets that offer bonuses. Though these aren’t the core experience, Race Park is a fun alternative way to play.

The fact that Race Park contributes toward Gadget plate progression and offers its own unlockables makes it a worthwhile mode rather than just a throwaway feature.

### Gotta Drive Fast

Strangely for a game about touring multiple worlds, *Sonic Racing: CrossWorlds* shines mainly because of how well it sticks to the fundamentals. The course design is solid, the driving mechanics are sound, and there’s genuine satisfaction in setting up your ideal vehicle and loadout.

The Travel Rings introduce refreshing variety to each race, even if the choices themselves are somewhat limited. The game’s gimmicks are enjoyable, but without the solid core gameplay, *CrossWorlds* wouldn’t get very far.

Given recent marketing and release windows, comparisons to *Mario Kart Tour* are inevitable. However, after spending time with both games, the contrast becomes apparent—it’s an apples and oranges situation (or, if you prefer, F1 vs. NASCAR).

Ultimately, *Sonic Racing: CrossWorlds* is good enough to stand on its own and even surpasses previous Sonic racing titles. Just put the car in gear and enjoy the ride.
https://www.shacknews.com/article/146000/sonic-racing-crossworlds-review-score